Well-met and happy Power Metal Friday, blog readers!
Did you perhaps stop by here yesterday? If so, you must've noticed the new screenshots and info about MEGATROID that we uploaded. What do you think of it? Do share your opinions!
As one reads the description of MEGATROID one will see that this isn't the average “tap-to-win” freemium casual game. During development we’ve constantly been trying to analyze our market and focusing on the needs of our target costumer.
It took us a visit to Germany to realize what kind of game MEGATROID really is. If you’re an avid reader of our blog you’ll know that Magnus and I went to Casual Connect in Hamburg last February. A great meet-up filled with speeches and discussion panels for developers and publishers alike that focus on developing casual games for browsers and smartphones!
Hello, readers and visitors!
Another Thursday and here I am, writing yet again! Today I would like to talk about the development of MEGATROID, which began almost a year ago, here at Triolith Entertainment.
MEGATROID was under the codename "Proceduraal" for a very long time; a nod to its procedural generation of stages. In the beginning it was all there was to it: our programmer showed up one day with a game where you played a rainbow wearing a fedora. You wrote a text and played a platforming stage. There were turrets, I think, which killed you instantly.
[caption id="attachment_1208" align="aligncenter" width="300" caption="MEGATROID - Proceduraal Menu System"]
Today's blog post is about the story that we have developed for MEGATROID!
The overarching story of MEGATROID focuses on Hali’s struggle against the Imperium, an all-encompassing galactic federation with automated battle stations spread out across the galaxy. The leader of the Imperium is referred to only as ‘The Emperor’, though not much is known about him at all. The real, physical threats to anyone in the galaxy are the battle stations and the battle droids.
In order to gain more information about the Imperium’s vast network of battle stations, Hali has to gather data from the station cores, the Megatroids.
The story of MEGATROID is not a finished one and will be developed in tandem with the development of the game.
Therefore, MEGATROID employs an episodic structure (called Chapters) that spans 10 character levels.
It's Peter the number cruncher, here to talk about MEGATROID and the process of how we developed the scaling system for weapons and armor in the game!
In this post I will elaborate on our thoughts as we first started developing the system, what we changed, the mistakes we made and the final result!
Let's get to it!
It has been a week since we held the second beta test of MEGATROID and let’s just say it’s been an overwhelming 7 days for us at Triolith Entertainment!
When we launched the beta, we thought we had the game pretty much in the bag already; it was just a matter of confirming our assumptions with another round of testing. What actually happened was the beta showed us that we are actually not finished. It’s getting there, but there are still things that have to be in the game in order to become a fulfilling gaming experience.
So here goes!