The past week or so we have been crunching down on one of the core gameplay mechanics of Wanderlust: Adventures (WA), as well as finalizing the last 10 enemies and dungeon maps.
Lauren began animating some of the last remaining enemies, which should bring the total number of NEW enemies in WA to 30+, and that is not including some of the Wanderlust: Rebirth (WR) enemies we felt were good enough to be included in WA. We try to only add new enemies to the game that we can introduce new gameplay strategies through; we are not a big fan of color changing an enemy and having them do the exact same thing as their counterpart. This, we feel, is one of the main things that allow the Wanderlust series to be unique and always feel fresh as you continue through the game. Fighting a Bandit Potion Thrower will require an entirely different strategy than fighting a Bandit Marksman, etc.
Here goes a sneak peak at one of the enemies Lauren is working on, the Ghoul:
The Ghoul is a very slow moving enemy, but relies on massive packs of Ghouls to be extremely deadly. They are resilient to damage and immune to knock-back. Think of them as a giant moving wall of death!
Next up, Matt has been working hard on adding Events (name tentative) to the game. There are several different types of Events in WA, these will help give players some slight direction in the game, while they explore the landscape and raid dungeons. There are two different types of events, Overworld events and Outpost events.
Today we will talk about two Overworld events, the Ambush events and Rescue events.
The Ambush event occurs randomly (a small % chance) when you are roaming around the overworld. Once triggered, an Ambush bar appears on the screen (similar to Crawl mode in WR). Waves of enemies will spawn attacking you, and the players must survive the attack and clear all enemies. These are a great source of items and tokens, but can also prove extremely deadly if the adventurers are not prepared.
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The Rescue event occurs randomly (a small % chance) when you are roaming around the overworld. Players will see an NPC cry for help, surrounded by enemies. Once the map is cleared, players can talk to the NPC and offer to escort them back to the nearest Outpost (will go into more detail on Outposts later). The good thing about these rescue events, they should compliment what you are doing at the time. So if you accept the rescue event, you can choose to have the NPC tag around while you finish what you are doing, and then transport him back to the nearest outpost for a bunch of EXP and tokens.
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Because both of these events happen dynamically while you travel, it is possible for them to 'overlap'. You could be exploring, find an NPC and choose to escort him back to the nearest Outpost. On the way there, an ambush could trigger. The simple escort now turns into a hectic survival match where players must try to protect the NPC at all costs.
We will go into detail about other types of events at a later time.
I was super busy the last few weeks trying to finalize the random dungeon maps. I am proud to say that I managed to finish 326 dungeon maps. This is a HUGE number, considering they are all handcrafted. This really livened up the dungeons and really helped break up noticeable repeated maps. I will continue to add dungeon maps over time, but this should be the bulk of them for awhile.
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I also began working on the last of the overworld maps and finalizing the look and feel of the mountain region. I can't show pictures of those though, can't spoil everything for you guys!
Thanks for checking back with us, we should have some new stuff to show in the coming weeks!