Upgrades over the poe trade past few weeks have been based on the "how-to" parts of development. Not only is it interesting to read for budding game developers, it's also a lot of fun to see for players who simply prefer to know "what is happening beneath the hood" with game's development and why certain design decisions are made. Between the technical aspects of Path of Exile and the more arty ones, the posts provide viewers with insight into their favorite game.
First up is a detailed and fascinating perspective on the design philosophy behind the Undying. Developers felt that the Undying was a "relatively unremarkable monster type" and wanted to do something more to make it stand out from the match. To that end, the group went through a collection of preparation phases to make something special for the race during the sport.
Our aim with the participant's first encounter of Act Three has been that the very first area would be quite silent, with no monsters to battle outdoors. Upon entering the shade, however, players could be charged by deadly City Stalkers and might have to retreat to the poe exalted orbs protection of the sunlight. Their expertise with the remainder of the Act would involve a game of caring very much which areas were shaded, while sometimes being made to step from their light to travel between buildings. Due to their early experiences with the City Stalkers, they would fear every moment spent out of sunlight, as it is one step away from being swarmed from the mysterious monsters in Path of Exile. We planned for City Stalkers to have immense life regeneration, preventing players from making reasonable progress beyond them.