So we're back from Cologne and hard at work on Spymaster. It's almost two weeks since we hit alpha and we've already made a number of important decisions based on it. Some things we're really happy with, others not as much. Here are the key things we're working on to improve right now:
- Faster, more tense missions. The alpha version had too many decisions for you to make, and we want to skip all that micro-management. In the latest build, you review the plan and select the team but then your agents are on their own and have to complete the mission to the best of their ability. It feels both better gameplay and also has that sense of you being the Spymaster sitting in a deep bunker somewhere under constantly bombed London, giving orders to an organization spanning the whole of occupied Europe. Little details are beyond you.
- Stronger feeling of agent stories. Spymaster will not have any pre-written stories, period. Instead we want you to experience the individual stories of agents in your mind as they face generated events, complete missions and as they gather experience from rookies to experienced master spies.
- Stronger sense of progression on the agency level. We'll talk about this more when we have done a bit more homework on it.
The great news about these is that we're not that far off the target on any of them! We're still hell-bent on releasing in Q4 in an app store near you. :)
Another area where we've switched to a higher gear is art production, and I really, really wanted to share a couple of new action icons from Spymaster. :) We're also getting ready to release new concept art soon!
Disclaimer: Game development is an iterative process where things tend to change many times over before the game ships. That's a fancy way of saying that we can't promise any exact features discussed in this blog.