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I’m going to go ahead and just make this a SPOILER discussion as far as game content goes, so that I can write freely about related mechanics, so maybe don’t read this one if you’re spoiler averse and not familiar with teleporting. The High-powered variety has a pretty significant range boost as well.
This is a clip of the Heider-Simmel animation. How should I space out my content to create the pacing I want? Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance. Creative writing. Your name will be blessed by your production team. Championing the vision.
This screenshot is from a recent run of mine plowing through Armory with a treaded exoskeleton moving at a good clip (84!) Having playtested this new mechanic for a while, I’ve found that it comes with many interesting new strategic considerations, a whole new play style which can be both fun and challenging in its own ways.
The first question around non-PVP content (single player campaign, Zombies) was resourcing: non-PVP content required the most development heads and was the least retentive in the long term, since players tended to not return after completing it.
CONTENT WARNING 1: I mention a suicide from a century ago. CONTENT WARNING 2: the game is rather explicit, but I've kept the imagery in this post relatively tame, at a semi-NSFW / soft-R rating. This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending.
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