DevLog: Climbing Peaks and Diving Deep

Alchemical Works | BattleJuice Alchemist |

BattleJuice Alchemist is an innovative singleplayer RPG which blends top-down combat with third-person bullet time action. Explore gloomy wilderness areas while learning ritual magic and solving riddles to craft potions to use against demons which threaten our world - an open alpha playtest is currently running on Steam!

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Exploring Vertical Diversity in Our Game World. Here, we examine high mountains, deep lakes and other features in between for further consideration of vertical variety in our world of virtual gaming.

Okay, okay. Yes, there was already a devlog about verticality previously but couldn't fit everything I wanted into that post - so, let me revisit this topic now ;). Don't worry though; it will definitely be worth your while :).

Vertical diversity was always my goal when designing my game world; mountains add an atmosphere of grandeur and allow players to actually scale them instead of only staring from afar.

As well as our high places, there are also low ones! Part of our design philosophy involves not barring players from traversing areas they should feel they have access to - just think back on those platformers from childhood where heroes would instantly die when touching water; while these games might have their place, these sorts of experiences often break immersion in gameplay at certain moments; that is why our design decision included the option for swimming and even diving for our players!

Together with Freeze Flasks, this adds another element of vertical landscape diversity for players. They can interact directly with verticality - and manipulate it! As demonstrated in the following GIF by my freezing up of water surface.

This not only isolates me from aquatic creatures but also allows me to move faster than swimming - I just need to avoid those pesky ice crystals while accommodating for my slippery feet - this feels just like playing one of our childhood platformers all over again ;).

I haven't come across this method of working with verticality in other games before and I believe that its exploration warrants further investigation. Please share any opinions on it if this interests you!

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