THE WEEKLY HYPELETTER - 16/06/2023
Crafting a memorable experience.
TL;DR
This week’s newsletter will be a concise one, packed with some interesting progress and upcoming plans. We are nearing the completion of revamping the Ability System, with next week starting the creation of the new Weapon System. Additionally, we’ve successfully redesigned the introduction experience, setting the stage for the rest of the polished demo. Currently, our focus lies on designing the final boss fight and crafting a solid arena layout. We recognize the importance of getting this right so that it can deliver a memorable experience.
Project Eris Highlights
Revamping the Ability System
We’ve been diligently working on revamping the Ability System, and it’s almost complete. This system is quite big and deserves special attention, so we’ll be sharing more details about it in next week’s newsletter.
Creating the Combat System
Next week we will also begin creating the new Combat System. This new feature will further enhance gameplay and provide players with a diverse and customizable arsenal. Stay tuned for future updates as we unveil more about this feature.
Redesigning the Introduction Experience
If we look back at the prototype, the introduction experience was not very good at introducing the players to fundamental gameplay concepts. I mean, the tutorial was explained by many walls of text by The Agent. If there is something I learnt, it’s that players hate having to learn gameplay by reading walls of text. That is why the past week was spent redesigning the introduction experience.
The team has successfully completed the redesign of the introduction for the polished demo. This section serves a dual purposeāit acts as both a tutorial to familiarize players with the fundamental gameplay concepts and an engaging encounter in its own right. We’ve tried to craft the experience in a way that it will equip players with the necessary skills and knowledge to overcome challenges they’ll face later on.
Designing the Boss Fight and Arena
This week and the following week will be dedicated to designing the boss fight itself and creating a solid layout for the arena. We want to get this done right, as it plays a pivotal role in delivering a memorable experience. Our goal is to leave players awestruck, going “wow” as they engage in the fight. We’re pouring a lot of attention into every detail to ensure a breathtaking encounter that will push players to their limits.
“This is Hyper, signing out.”
Hyper