Star Sonata 2 6.16.14ダウンロード

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  • Last week saw some major changes to the pirate side of the Nexus. Up until this point, most of our effort was being directed at the Cadet side… and it really showed during our new player testing. The Volcom side seemed very unpolished compared to the Cadet side. Also, some of our testers felt the Volcom side wasn’t very exciting and the motivations for the missions didn’t make a whole lot of sense. So, based on that feedback (and that from some of our other developers) I’ve entirely reworked the Volcom introduction and tutorial.
  • When doing this I kept a few good points in mind. Firstly, and foremost was to make sure the tutorial showcased the best parts of Star Sonata; the action based space combat. Our combat system is rather unique in that it’s largely skill based and maneuvers like kiting and dodging are absolutely essential in many cases. The currently iteration of the tutorial didn’t really get that across. Many of the enemies matched the players speed quite well so it was next to impossible to learn those kind of strategies for dealing with other ships. So the ships players are fighting for the pirate side have all been slowed down considerably. They also periodically do ‘big hits’ so the player quickly learns you can’t tank them and be effective, you have to bob and weave!
  • Nexus Map
  • Secondly, the way the missions were structured was a bit confusing and the way the Volcom side of the map was structured could lead to players getting a little lost. So I tried to frame the new Volcom tutorial in the familiar framework of a dungeon. The idea of ‘dungeon, boss, loot’ is almost universally understood by anyone who plays games (and it’s also a framework that a player will be seeing for the rest of the Nexus, let alone the rest of the game) so reshaping the flow of the missions to fit this mold makes a lot of sense. It’s easy to understand and it flows extremely well and even more importantly, it’s exciting.
  • energy_mission
  • Finally, there were two things that were never properly explained in the tutorial and they are probably the two most important things to explain, shielding and energy bars on the UI. We didn’t really have a good way to facilitate a mission explaining these so I’ve remedied that. I have added a new mission type called a ‘click to continue’. It’s exactly what it sounds like. The mission dialog pops up, displays some text and when you click the continue button on the dialog the mission completes. I’ve paired this new mission type with the UI element indicator I worked on last month to create new missions that specifically point out and explain the purpose of the shielding and energy bars in the players UI.

Software

Posted by arkgame