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Swamped in a mixture of blood and mud, Alder's Blood will be a turn-based tactical strategy game, where the nature is ruled by pure madness.

Post news RSS Alder's Blood - plans for 2019

It’s time to talk about future plans for Alder’s Blood!

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Hey guys!

It’s time to talk about future plans for Alder’s Blood! The work for the whole AB development is planned into what we call “milestones”. These milestones include all the work that we are suppose to do during a month of development.

While I’m writing this we are finishing milestone 4 which include some of the new strategy layer mechanic: camping.

As you probably know our hunters will travel the game world to succeed in their goals. But travelling on horse takes some time, so you need to camp. While camping hunters can do a variety of things, like crafting, scavenging for resources, guarding the camp or simply resting to get back to full health. We’ll talk in detail how camping works in the upcoming devlog.

But that’s what is already there, and what is planned in the further milestones?

Milestone 5 will include some serious polishing of what is already there. Better camera follow, some cover indicators, tool tips, etc. Lots of quality of life features as well as some visual improvements. More terrain elements, more special effects, animations etc.

Later on we will add dmg types. This will be a huge improvement to our combat system, and will also change how the status effects like immobilize, or bleeding are applied.

Another “tileset” with new terrain elements should pop up somewhere around the same time. Terrain is something that we want to spend a lot of our artist time, as only with lots of different terrain elements we can build engaging maps.

New enemies will join the roster. In modern or sci fi games we often face cameras, right? Well, we’ll have our own “cameras”, but they are cursed humans, fused with a tree. Sounds cool? Hope so!

There are armors incoming which will affect the hunters’ resistances against the dmg types we mentioned earlier. Shops, chests with loot on the tactical maps, special ammo for firearms. There’s all that and more, but not everything is so exciting;)

4 months have passed and some other ideas popped out, which we hopefully will be able to include in the game. Like two movement modes, allowing you to silently sneak up behind enemies, or run for greater distances but making more noise while doing so. A perks system which can give small benefits to hunters while fighting or camping. These systems are not prototyped yet but we think they will improve gameplay when introduced.

This year will definitely be an exciting one for Alder’s Blood, so stay tuned for more updates!

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Alder's Blood
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Windows
Developer
Shockwork Games
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No Gravity Games
Engine
Unity
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