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With this DevLog we want to share with you some of the development progress that’s happening in Red Frost. What are we working on, how it goes and where do we stand with the game.
Over the past 4 months a lot of work also went into improving our visual tech to make the game world really shine. Yes, Red Frost was already looking good, but there was still room for improvement and that’s what we did.
Yet another big area we are currently working on is quest based content. As you might know, apart of the main storyline, there will be lots of side quests and side storylines to make Red Frost a great action RPG experience on its own and aid the exploration of the large game world even further. We are about to increase the amount of human groups and settlements you will encounter in the game, each of them featuring their own content ranging from a few quests to entire storylines that are independent from the game’s main storyline. 
We decided to change the name from FrostFall to Red Frost. FrostFall has always been a working title and given the large interest in our game, we decided to settle on the final name while also announcing a slew of changes coming to the game.
A game often lives up or dies with the enemies it provides or rather how those enemies behave, especially when combat is involved. We view Red Frost no different here, hence enemy AI has always been a major focus in the game’s development. Beside the AI, there are also two other aspects of enemies we pay close attention to: types and reactions in combat. While enemy types like AI are topics frequently covered, we felt that how enemies react to being attacked deserves more attention.
The other aspect is how they react when you hit them. These we pay more and more attention to as the development progresses. While we started with simple hit reacts, partially generated based on body physics and the usual trickery you see in games, we felt that especially on certain types of enemies we want more. Hence we started creating special animations just for the way an enemy reacts to being hit. As the amount of these animations increases over the next months, so will the visual variety of reactions in combat. When you consider that hitting different areas of a body has an actual gameplay impact in Red Frost, combined with additional hit reaction animations we expect combat to be visually very exciting, soon.
Each infected has its own behavioral profile in combat, but when the different types come together they develop a distinct dynamic that changes based on amount of type and size of the group. Take the screeching Attractor from the teaser. Unless left with no other choice, she will avoid combat. Instead, she will call other types of infected. She hence acts more like a leader than a warrior. The warriors then have different roles to fulfill making combat with a diverse group of infected feel completely different than fighting each of them on their own.
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