This update will be a written one. To be quite honest I’ve tried to record it several times, but it just turned out really horrible or half-finished, and right now I feel that it’s more important to give you something than that it’s specifically a video.
Personally, I’m buried in work at the moment and it’s very difficult to find the time to work on Flowstorm. Oh how I wish that was work!
What I wanted to tell you about today (more like a week ago, but still) is medals and achievements. We’ll probably cover this again, in more depth, a bit later on, but it’s just such a fun subject that I can’t not talk about it now!
We’ve been lacking some kind of rewards for all the players who aren’t fighting for the top 10 scoreboard positions, and since the final game is meant to have medals and achievements, we figured it’s about time we add some. So that’s the next big thing to tackle, and should be implemented to some extent when the new Kickstarter is launched.
Medals - on each level, you can win medals by getting high enough scores; bronze for finishing the level, silver for a slightly-better-than-average time, gold for a great time and ruby for those really outstanding runs.
Achievements - we are also looking at achievements, which is something that we will want to have plenty of in the final game, but hopefully it won’t be that long before we can start adding at least a few. We’re starting with the ones that are based on info we can grab off the database, like if you’ve completed all official levels in counter-clockwise or completed all timers on a specific level.
Trickier stuff that might take a bit longer to implement will just have to wait for now, since there’s a lot of other stuff that wants doing before the new Kickstarter goes live.
There’s a great thread on the forums where some players, and myself and Joachim of course, (how could we possibly stay away from it?) have suggested achievements for the future, and if you’ve got one too, do share! If you think it’s too crazy, we’ll probably like it.
A tough question lately has been how to deal with the medals on all the custom levels. Either it could be automated, based on the author’s scores or on samples from the scoreboard, or simply have no medals at all. But automating it could lead to several issues, such as getting very inaccurate time limits if the author is not playing half as much as he is building, or if the samples that are used just happen to be unusually high or low.
We will probably write up some kind of short guide to how to most accurately set the score limits for each medal and let the level designer run with it. That way you’ll stay in total control of your levels too, which is something we like the sound of!
That’s all for today, thanks for reading and we’ll see you on the forums!