I know you will continue to ask for this new version, but in the current state of things we will not be able to do it. This text is the perfect time to talk about one of our failures, the Unity version. It's a bit like playing Dungeons and Dragons: designers are the game masters who build the world for their players. What is the result of all this? A good community very active and engaged but that does not renew much. It has never been easy for us to convince a new player that he should stay with us and take the time to give the game a chance to demonstrate its potential. Therian Saga's main skill is retention, so we have a loyal community that stays with us for a long time. Where are we today? Like your characters, you could say that games in the industry have high or low skills. I really believe that all this energy pooled by people who primarily wanted to express their creative abilities made that Therian Saga have a charm and character rarely found in other projects. These friends introduced us to other friends, some of whom have also come a long way with us. From the beginning of the project we presented our ideas to relatives and many of them were grafted to the project for a time or permanently. If I were asked to say what I liked most about this adventure, I would say that it is the fact that the game was built by a network of friends. It was in 2011 that we really decided to push Therian Saga towards a commercial product, we swelled the team and built the infrastructure necessary to bring it out of the game.Īll this to say that Therian Saga is no longer a young game. We started the creation of the game in 2009, the first two years in "after work" mode where we built our vision of the game. The game was already in operation for over a year, in alpha and beta versions, our oldest player accounts dating from April 16, 2012. Well, here we are, five years ago we officially launched Therian Saga with the opening of the Den and the introduction of our monetization system. Thank you for your time, and now we are listening on our forum ( ) and here on Steam. We expect to have this council running for a few weeks before taking any decision, so everyone will have the chance to speak. Between X and Y of the skill Z, it's far too hard to progress.įor us, that would be a first step to know what is the most needed/wanted by you.New monster with X of combat skill Y would help us.Would be nice to have a challenge to build an X (mine) at difficulty Y. ![]() The skill X has a lower cap than the other, we would need a new recipe at Y.The resource X is still useless we need something to do with it.We need to be able to harvest X (I know you'll say Wingu).We need a unit at X of skill Y because of this craft.These elements can be described somewhat like this: What we are expecting for today council is that you give us hints on what would be key gameplay elements that you would like to see in the game. We are likely to work on small updates that have a very focused gameplay goal and, if possible, have new regions being worked on as a background task. The second thing is that we are running the game with a partial team so it will be very hard for us to create a new territory. The first thing we want to clear out is that you must not expect new engine features for the game (like the guild's war, mobile version, etc.) but we can build on our current system to add gameplay elements. This optimization is starting to give us results, so it is now time to plan on what we are going to do with Therian Saga this year. In January we had an infrastructure optimization to save on servers cost.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |