Spellcaster Studios

Make it happen…

Balancing

Today I didn’t have much development time, so I just decided to play the game a bit and balance some stuff, mainly costs of equipment…

The thing that’s been bugging me the most about the costs is that I feel the fuel cells (which allow me to travel to another planet) are too expensive… I don’t want to remove the cost altogether, but I think the player need to feel he’s rewarded for exploring. If I put too much of a cost in the fuel cells, the player will go straight from A to B, without wandering… If I make it too cheap, he’ll might not bother to grab some alloy on each planet, so I’m trying to keep in between.

Since this isn’t “cool screenshot” subject, I give you the first screenshot ever of the game (back during the Indie Speed Run):

screen000

Link of the Day: I’ve been looking at normal mapping without precomputed tangents for a while now… It has lots of things going for it, and the only drawback is the extra computational cost on the pixel shader, which is becoming less and less important. Here’s a good overview of it: http://www.thetenthplanet.de/archives/1180

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