Modular Combat is a role-playing shooter based in the Half-Life universe. There are over 50 modules that can be upgraded at any level, in any combination. Modules give combatants amazing abilities such as flying, teleporting, spawning minions, and shooting flechettes or energy balls.
The first of five posts counting down to the next stage of Modular Combat's life.
Posted by matthewdryden on May 12th, 2011
Next week marks the two-year anniversary of Modular Combat v1.72 . Wow, we've come a long way since then…and yet, not so far from what we wanted the mod to be.
Today begins the first of five posts that brings us to the next stage of Modular Combat's life.
Two years ago, we made one of the biggest changes to Modular Combat based on Podcast 17's bad review & feedback. (I believe Emanuel called it "cat shit", oh, what good times.)
We learned our lesson quickly and came back stronger than ever. This was v1.72 & v1.74, the pinnacle of Modular Combat. We made it easier for players to receive and use modules and readjusted the difficulty curve.
We also learned what it meant to interact with the community. We played the game as much as we developed it. We were there to witness gameplay and feedback first-hand. If there is anything any mod developer could learn from what we did, it's to listen to the the players and react with a level head.
Next time: C3, the First Playtesters & the Evolution of BoSS