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Tree Growth And Other Observations

Been working on trees this week. Not like the normal, organic kind, such as oaks and pine and whatnot. Rather, more like game mechanic trees. In a previous update, I may have hinted that I would push off an entire skill tree for a future (paid) update... Which I have to sort of retract. I've realized that the game needs specific skill trees right out of the gate.

In my original vision, the game contains three skill trees - Corruption, Engineering, and Psionics. I've come to realize that the trees need some serious sprucing up. There will still be three base trees, but they'll instead be Combat, Engineering, and Survival. Corruption and Psionics are instead going to be classified as advanced trees which can only be unlocked through discoveries/events made in-game. I imagine each new chapter will still include at least one advanced tree.

Another consideration to be made is how to distribute starting points. I imagine a few scenarios. In the first, the player begins with one point already distributed to each of the three base trees. Another option is to give the the player all three points to distribute themselves. Not that it matters quite yet - the system isn't even in practice, so it's moot making a decision on it now.

Regardless, I'm mostly happy with how the trees are all structured. Balancing and ensuring viability will come in due time, of course.

In other news, I'm still planning on drawing more concept art. The Instagram profile has been pretty sparse of late, because I haven't had the chance to draw anything. Everything has been focused on getting the base ideas down pat. But the art is certainly important. For one thing, these posts and updates are attractive to read when they come with images. In any case, I'll try to get at least a rough done by next week.


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