![]() In the past year, the published SHL franchise has begun losing momentum. ![]() Before SHL4 can be the best SHL game ever, I need to learn how to make SHL games - and fast. And here I am, thinking I’m ready for SHL4. So yeah, SHL2 was a happy accident, and SH元 was just an accident. ![]() In order to truly obliterate the pillars holding me up, I not only reduced customization in favor of more stylized presets, but I also decided to monetize it to make up for the underperforming SHL2 monetization (see bare minimum base customization system). ![]() They were left in tatters, and replaced by mechanics that just weren’t fun enough to replace them such as a jobs system and a jailbreak inspired prison system, among others. Like a blind surgeon, in my attempt to innovate on the SH元 design I tore through each of the 3 key ingredients for what makes a SHL game fun. In SH元 this style of development would finally get me in trouble. It added a stamina system for super powers that took the fun act of flying and reduced it to the act of falling every 20 seconds when you ran out of energy.įrankly, SHL2 succeeded in spite of my worst ideas. It added a quest system, but filled it with generic fetch quests that got boring after 5 minutes. It added a base customization system that was the literal bare minimum. The super powers went from a dozen reskinned gear and free models to almost 30 hand-coded tools to use throughout a map that was almost 2x as large, however much easier to navigate due to embracing more fantastical building designs and color schemes.ĭespite this improvement, these were arguably the only areas SHL2 succeeded. The character creator allowed more customization, going from being able to make generic superheroes to (through what was originally a bug) almost any 4 limbed character imaginable. ![]() SHL2 was a success because it improved upon the ingredients above. In some ways this is the most successful game in the franchise for that fact - it sets out to do only a little, and succeeds. Now, SHL1 was simple as that was really all it attempted. Since the first SHL game back in 2015, the only reason anyone had fun was because of three things: ![]()
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