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DEV DIARY #1: OPERATORS

We are starting a new series of posts with Developer Diaries, in which Panzerdog team members such as programmers, managers, producers, game designers, etc. share their thoughts, ideas and comments on various aspects of the game. Through these posts, you can get more insight into the team's decision-making process, the workings of the game, and the challenges we encounter. We hope that the Diaries help to provide you with more information on how favorite Tacticool is developing. The first one is about Operators. Enjoy!

Why the Old Man (McMean's affectionate name) and not Joe?

You might be wondering why we didn't assign these new abilities to an existing Operator without tiers 6 and 10 Talents. We'd like to shed some light on the logic of our approach to Operator design, and give you a glimpse into how we develop them.

First, we assess which niche is currently unused, which equipment is underutilized, and what gameplay experiences are yet untapped but have potential. Take McMean, for example: there wasn’t an Operator focusing on secondary weapons, but we wanted someone who wasn’t just another Moses or Klaus with a shield and a pistol. This led to the idea of an Operator with dual pistols.

Next, we consider:
  • Is this concept suited for an Operator or better for new weapons?
  • Will this make another Operator obsolete?
  • Does it duplicate the gameplay of another Operator?
  • Should we integrate this idea into an existing Operator instead?
  • Have we released a similar Operator recently? (Considering factors like role, faction, survivability, mobility, etc.)

Only after these considerations do we start developing the idea. At this stage, we also think of alternative play styles for the Operator. For example, McMean should not just be about pistols, but should also be engaging and effective in different scenarios.

Some Operators possess distinct features that, in skilled hands, can make them powerful. Take Owen, for instance. His Dash has a long cooldown, which can make him vulnerable in some situations. However, skilled players using precise positioning, timing, and the right equipment can rapidly take down multiple opponents thanks to the quick cooldown reset of Dash after a kill. Conversely, we keep other Operators relatively straightforward. Everyone has their preferred play style, gameplay pace, and role in the team.

Meanwhile, we also kick start the artistic and voiceover production. We begin by gathering references, discussing the Operator’s character, and creating concept art. A couple of weeks later, the concept is ready, and we proceed to develop the 3D model and texture. Next, we integrate the model into the game and create unique animations.

The development of mechanics enters the prototyping phase, where things often look comical and clumsy. We test the gameplay to see if it feels intriguing, manageable, and whether our hypothesis about its viability holds true. Through several iterations, play tests, and adjustments, we eventually bring a new Operator to life. It's important to note that our gameplay team doesn't just focus on this; simultaneously, we brainstorm and develop Talents for existing Operators, create new events, enhance visuals and performance on certain maps, analyze statistics, and fix bugs.

What's next?

In conclusion, the next Operator will also focus on a significant weapon class that already exists in the game, but no Operator has specialized in it yet. We hope this answers some of your questions, or at the very least, is interesting to read. Thanks for reading, and stay tuned for more!
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