Deathgarden Dev Update
Over the past few weeks, we’ve been testing new features and mechanics with a few community members. Today we wanted to give you a small progress update on the game’s development.
Individuality & End-of-Game Scenarios
In the new iteration of the game, we’ve replaced team-based objectives with more personal goals. In other words, scavengers no longer depend on one another to achieve victory.
The removal of team-based objectives, however, required that we tweak the end-of-game conditions. The hunter still ends the game upon eliminating the final scavenger. However, the Exits open after a set amount of time. As you’ll discover, this end-of-game scenario further reinforces Deathgarden’s new individualistic game loop. While hunter may execute several scavengers, some may be lucky enough to make it out alive.
Exploring New Hunter Map Control Mechanics
One of our main objectives in the new iteration of the game is to ensure that scavengers truly fear the hunter. This, in effect, is paramount to the integrity of our darker and more brutal fantasy. To achieve this goal, we started by removing the scavengers’ conflictual bow powers. While this was a step in the right direction, we wanted to push this idea further.
We’ve been experimenting with a new Hunter map control tools because we truly want hunters to feel like they can dominate their arena. The feature isn’t final yet, but it should lead to tense, exciting match moments; scavengers might be able to escape the hunter, but they may find themselves running out of places to hide as the match progresses.
Map Navigation & Additional Scavenger Escape Routes
Naturally, if we’re giving hunters new tools to force their prey out of hiding, we need to give scavengers additional means for escaping.
Scavengers have always depended on their high mobility and ninja-esque gameplay to outmaneuver the hunter. Now that we’ve removed their conflictual powers, they rely on their navigational skills more than ever. Consequently, we’ve been working on new structure models for our agile contenders to scale. Breaking the Hunter’s line of sight is critical to the scavengers’ survival.
Not only do these structures help us capitalize on the scavengers’ exciting navigation-oriented gameplay, they also give more flavour and character to Deathgarden’s maps.
We’ll be sharing you more information about the development progress in the weeks to come. In the meantime, we wish you all the best.
The Deathgarden Dev Team