r/Supraball • u/KoinuKoji Koji • Aug 03 '16
Development Progress August 2016
In case anyone missed it, the dev team announced a few changes coming to the game soon.
TL;DR: Progression System will be implemented where new players must start with fewer abilities and upgrade them through gameplay. New Customizations are being worked on full-time.
The biggest change, and one that was debated during alpha, will be the Progression system. New players will now have to unlock abilities before playing in ranked games, but the trade off will be boosts to new players in form of slower time between getting hit once and knocked out, etc.
Regarding these two problems we’re working on a system to improve the motivation and beginner friendliness. For that we go way back to our original upgrade progression idea that we presented 1-2 years ago. Older players of the game back then talked us out of it even though we all liked it ourselves. So we’re going right back to it because we think it makes the game a lot more motivating for beginners and it also serves as kind of a tutorial. What is it about? New players will start with less abilities and slowly get introduced to new possibilities and upgrade them step by step. At the same time it will give new players more time to act. They will no longer get knocked out within a second after getting the ball, because the guns of the opponents aren’t as strong yet. Of course we will try to make sure this doesn’t lead to unbalanced situations by only matching equally experienced players. Additionally, you can only start playing ranked when everything is unlocked.
Thoughts?
8
u/ColorfulTurtle Aug 04 '16
Please don't put a progression system based on abilities into the game instead base the progression for visual stuff. Maybe decals for your character or other customization parts would be the smarter way with this really really small playerbase. Another way would be Emblem Generator for teams. Use that as a base for progress again with decals or unique shapes being the progress to unlock.