Your styles, your rules! [future development plans]

Hello, everyone! In the past few weeks we have been sharing the development story of Battle Talent with you guys, but at the same time we'd like to share some of Battle Talent's future plans as well.

Since its release, Battle Talent has been updating new content and optimizing the game every month, which has also led us to notice some other issues. After collecting feedback from players, we'll be revamping some parts of our game to make it a better experience for different types of players. We want to share with you some concepts and new ideas for the revamping program, and welcome you to leave your feedback or suggestions.(The following programs and design ideas are all experimental, the final results will be subject to the monthly update announcement)

What we are facing:

Players want to experience the game in different styles, which is something we want to implement. For example, a sandbox player who wants to experience the game as soon as they start might not be interested in the main quests or the storyline, and also they don't want to spend a lot of time and energy upgrading or unlocking anything. It's similar to some of our content creators' playstyles. We have heard numerous feedback from our community and content creators on making it possible to access more parts of the game early on so they can focus on creating content directly, which leads to better quality and efficiency.


But in addition to these types of players, we also have players who prefer story mode. They want to experience a game with a rich story, plot, and hopefully an immersive experience. We've gotten a lot of questions from our community about whether or not we're going to continue to add new chapters and plot, etc. Story mode players are passionate about the main game, and are different from those who focus on other aspects such as content creation, speedrunning or pure combat. Players who like the difficulty challenge of the game can play the side levels (Boss fights / Arenas) in addition to the main quest. For them, more difficult and strategy requiring content is what they want.


There is a wide variety of player needs that we need to satisfy, and also we need to consider the players who are already familiar with Battle Talent. The development team has envisioned a lot of scenarios to satisfy all types of players as much as possible. We'd like to share some ideas for future development:


Creative mode:

- For players who are keen on sandbox mode, we will set up a separate start option where you can directly choose to go to sandbox mode after entering the game! All content(weapons,levels,spells,etc.) in the sandbox mode will be fully unlocked, and the cheat menu will also be automatically unlocked!

- For players who prefer the story mode, we will continue to polish the plot and fix some game level problems. This allows you to advance the game more smoothly, without getting stuck in a certain section. We want players who enjoy story mode to have a better immersive experience.

We also noticed a lot of content creators are making videos about Battle Talent, including some who are playing battle talent for the first time. We have also made some considerations in this regard:

- Better aesthetics and ambience with game performance is very important for videos, we will refine the game content such as the game’s BGM, etc.

- Creators can also use the new sandbox mode for easier and faster access to all game content.

Our game has more than 1000+ mods so far, thanks to the modders who have been adding interesting and fun mods to the game. For modders, we also came up with a better way to provide you with some convenience, they will be able to enter the test environment faster to develop their mod.


Roguelite
Many players may not have strong feelings about the roguelite aspect in our game. We have also made some ideas for this, hoping to bring players a better experience.
Roguelite, in essence is a gamemode that utilizes procedurally generated content (levels, etc) in order to keep every playthrough fresh, whilst having a harsh penalty for losing, adding to the challenge.

Our current dungeons may make players feel that the experience is too repetitive and tiring. We hope to bring players a concept that always keeps them on their toes whilst inside a dungeon: "How to survive and how to become stronger." So for every battle in the dungeon, we want the rooms to be more dangerous and require more player caution. Of course, this is not enough to support our roguelite concept, so we will improve the entire dungeon system. Not only the addition of weapons and other items, there will be a lot of content and changes in the main quest and branches to give players a deeper experience of roguelite.

Next, we want to share with you some ideas and concept about new changes in the dungeon:


- The dungeon will be an independent mode with its own economic system.

Players can gain currency by killing enemies, and use for trading later in the game.

By adding an independent economy system, we also need a place to spend our money. So we envisioned the following ways:


- Merchants

There will be merchant NPCs selling different items in the dungeon. You'll be able to buy weapons, spells, and even some items that give you a one-time health boost from merchants. By trading with merchants, players will find it more interactive to explore dungeons.

- Trading

In addition to buying things, we also envisioned another way to sell items: a recycling station!

The recycling station allows one item to be recycled at a time. Players will receive money after the recycling is successful. (Please don’t try to put our goblins in it!!)


- Think you’re lucky?

In addition to spending money through merchants, we also envision adding a "Lucky Dispenser" in the dungeon to give players some other way to spend money. Players can get random items after purchase. The types and quantities of items are different!


We hope that through the above solutions, we can enrich the player's experience and enhance the roguelite system. In the future, the dungeon will have a new entrance, and players who don't like it won't have to worry about not being able to skip this part of the main quest.

We will try to make battle talent suit every type of player. While filling the game with more content, it also gives players a higher degree of freedom and more choice. We will start to test the concepts in the next development process, kindly pay attention to the monthly update announcements on our official social media platforms for the final change. You are also welcome to leave us your suggestions or other ideas on Discord-Battle Talent .








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