Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Thursday, July 14, 2016

Training for Enemy Units

I've been doing some testing lately to see how those overseas lobbies behaved and thus noticed a couple of things.

First of all, the player's automatic ability to train units without weariness and the enemy's lack of such an ability created a progressive imbalance after a few cycles, making the game easier on the long run. To attempt to fix this, all remaining enemy units will get an experience boost at the end of each cycle. Units working for lobbies (both enemy and allied ones) will earn even more experience than those in territories, so there is another reason to clear territories and remove as many enemy lobbies as possible before ending a cycle. While at it, I also made occupying enemy units display the training text instead of the idling one when the territory is at 0 weariness.

The second thing I noticed while testing, which is the one that surprised me the most, is that the game is actually kind of fun to play and well worth some more work. This is something I actually keep forgetting every once in a while for some reason.

Of course, it is not just lack of motivation that is causing the current dry spell, and I won't be bothering you with the details, but actually getting some enjoyment from developing the game once again is certainly a step in the right direction.
 

2 comments:

  1. Your game is quite fun to play, I wish more people know that it existed though. Its always pleasing to see an blog update on the game and how its developing. Keep up the good work(as long as your enjoying it of course)

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    1. Ideally I'd like to make blog updates more often, but it gets tricky to keep a healthy pace when the bulk of the remaining work is mostly content writing and proofreading. I'll probably have to resort to some more lore posts before the release is done.

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