So… updates on things.

Hey. This blog’s been quiet for a while now. It’s time to update it, no?

Killplex development is going slow. Stress from other stuff has been climbing and the focus on the game has been less. However I now have some time and patience to work on this further, since now I have a clear idea of what I want.

I’ve been making notes and overall conceptualizing how the gameplay will be established instead of actually coding anything useful. So yes, there will be changes to the Killplex formula.

If you want to know more, read on.

Core player changes abound. No longer you will be a generic character who can only pick his own weapons and skill. Instead, you will also be able to focus your combat role and choose your weapons according to said role. I’m focusing on that gameplay aspect in another blog post that is bound to come soon.

Core game changes abound. Killplex is a shooter at its core. So there will be some improvements in gunplay. More on that later.

There will be one main game mode. It’s called Invasion and will pit up to 4 teams against each other to gain control of the enemy teams’ bases and obliterate them. The mode will mix gameplay elements from both Domination and Reactor Attack, mixed with some other cool concepts I want to show you, but will save for another post. This mode will also have some variants to it, that will make the game more versatile depending on the types of players.

Other game modes will still be present. While Invasion and variants will be the main Killplex mode to take the stage and receive more focus, the modes that currently exist will still be present. You will be able to kill others for fun in Deathmatch, capture some points in Domination, fight asymmetrical battles in Reactor Attack, capture the enemy’s flag in CTF and even become a monster in the revamped Predators mode.

Bigger battles. The player limit is going to be upped to 24 players. If everything goes smoothly, it might even be raised to 32 players, but we’ll see how it goes.

That’s all I want to share for now. Can’t give you a timeframe on when these things will be up and running, but I promise to give you frequent status updates.

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