Design Diary: State of Combat

Oct.23.2019 BY KIXEYE_Chris

In this dev diary installment, we get a view into the current ideas for combat, as well as some insights on the plans for future defensive capabilities. Enjoy!


VIEWS FROM THE ATRIUM #1

Hello Commanders! Atrium here, I’m one of the game designers for Rogue Assault. I’m excited to give a brief update on the overall combat, and some of the ways that we’re looking to strengthen the defensive side of Rogue Assault.

FOCUSING ON DEFENSE

Recently we’ve been focused on matching up player defensive capabilities with the current power level that our newest units have. Our focus had previously been building on offense and creating stronger units, so we’ve started to formulate the best ways to incorporate better base defense without alienating the gameplay we’ve already established.

During our planning and testing, we felt that a lot of buildings were beginning to get left behind, such as Power Plants, Transformers, and Mines, which are all very impactful in low-level combat. So we took the time to find different ways to bring them back up to the defensive level that they’re expected to be, while still relying on turrets and reinforcement units to be the main crux of high-level combat.

HEAVY TRANSFORMERS

A part of this defensive boost has also been the Heavy Transformer. The idea of a Heavy Transformer has been there since the inception of the Heavy Platform, and we found that it was a good time to finalize and release it considering we were focusing on boosting defenses to match up with some of the hardest-hitting units we’ve ever released.

We had tossed around the idea of having it boost something other than speed but decided it was best to keep the same transformer behavior, as it fit the current playfield of Rogue Assault. Though there still might be a possibility for new types of behavior in the future…so keep the suggestions and feedback coming.

SIGHTS ON THE FUTURE

We’re still hard at work on coming up with new and impactful ways of boosting defensive combat. One of the main ideas that we’re beginning to discuss is the best way to incorporate Anti-Stealth technology, as well as other potential units that would be affected by it. We’ve also discussed potential changes or additions to countermeasure turrets, and possibly even revisiting the relationship between certain buildings, namely the Power Plant influencing more buildings than simply turrets. Additionally, we’re always looking into new ways to boost the current features we have, like new Status Effects, and new types of weaponry as well.

ATRIUM OUT

Hopefully, this helps give a sense of what we’re looking at for the future of combat on Rogue Assault. We’re always looking for ways to improve the experience and make our combat even more fun and exciting than ever before. As always, feel free to send over ideas and suggestions, as we love having player insight on what you guys would want to see!

 


Stay tuned to the newsfeed for the next update on the project. Good luck out there!

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