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Playtest 4.0.0 is now live!

Heyo,

As some of you might have noticed after playing each mission type more than once in the demo, level layouts are currently still picked from a premade pool of hand-crafted levels and are only procedurally populated with enemies inside them.

Whilst this system was fine for the initial demo and the occasional 'special' level, I always intended for the majority of level layouts to be procedurally generated as well. Now, I'm happy to say that a first-draft version of a procedural level generation system is now functional!

I've also made some drastic changes to the way enemies are spawned across various mission types, in an attempt to address a common point of feedback regarding how current enemy spawning systems could occasionally create a situation where your party gets absolutely wrecked before you even get a chance to react.

After a bunch of internal testing and iterating, these systems have reached a point where I'm happy to share them with you. But before I merge these systems into the main demo, I'd first like to get some second opinions on their overall quality, just in case we somehow overlooked anything critical. I expect this playtest to be live for about a week, maybe a bit longer depending on how many issues are uncovered (fingers crossed).

So yeah, if you'd like to help us fine-tune these new systems, make sure to join the playtest, play a bunch of missions and fill out the survey when you're done (this survey is also accessible from the main menu)!

Happy Dobbeling!

  • Jimbo
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