We got hung up on the topic of predictability this past week. As in: is it a good thing to see your opponent coming a mile away? Alex had a pretty neat idea for including fog of war without having to add any character stats. So we diverted attention to a prototype, and are now in the process of running a “wonder-what-he’s-doing” build through the ringer. The response has been good so far; it feels like a completely different game. Time will tell if there are any dominant strategies or other unfairness, but having secrets is fun.
While that’s being tried and debated, we’re returning to menus and other odds and ends of a tedious nature (from my perspective, anyway). After a meeting yesterday, we do have a much clearer understanding of what’s left to do. Now we just tick our way down this list to the finish line. Outwitters is slated for release early 2012.
7 responses to “Outwitters Update 5. jk it’s update 4.”
I like the idea of having some sort of way to hide what you are doing. That would add a lot more strategy and planning to the game. Also, lovin the vague release date. At least I have an idea as to how long to hold on to that extra Itunes credit now.
Great idea! Maybe snipers could see farther away and the heavies could only see a few blocks away.
A great idea would be to have some radomised secret abilities( a set for each race), so before you go, one last chance.
A small (not permanent) fog of war would be great.
Maybe a beta? So we can test it out and give ideas 😀
We’ll have more info on the beta a little later.
You could have the tournament players be the beta testers. No, this is not a clever excuse to play the game early….
Or have all the great loyal fans that follow these updates be the beta testers. Its a win win really. (crosses fingers)