Summary of "SnakeWorl Interview - FSR Owner on Space Update, Update Schedule, Balancing, Community, and more"
Summary of “SnakeWorl Interview - FSR Owner on Space Update, Update Schedule, Balancing, Community, and More”
Game Storyline & Development Background
- The developer began playing Roblox around 2008-2009, initially enjoying a Naruto-themed game that inspired him to create his own anime-based games.
- Influences include popular anime worlds such as Dragon Ball, Naruto, and Bleach, focusing on immersive world-building and the experience of living in those worlds rather than replicating specific storylines.
- Dragon Ball has been the developer’s favorite anime since before he even knew it was anime, heavily influencing the game’s theme.
Final Stand Remastered (FSR) Development & Direction
- The remaster was not planned during the original Final Stand development; it emerged later due to:
- The original codebase being poorly organized and difficult to expand.
- A desire to modernize the game with better coding practices and enable easier collaboration among multiple developers.
- Final Stand Remastered is a re-creation, not a sequel (a potential Final Stand 2 would be very different).
- The remaster aims to cover all original content up to the Zaros world, with plans to expand beyond into new areas like the demon world.
- The development team enjoys working on the remaster because of the clean, organized code and the ability to add new lore, story, and content.
- Updates will continue as long as the player base remains active, with plans to support both Final Stand Remastered and ABA games for the foreseeable future.
Gameplay Highlights & Mechanics
- NPCs are designed to fully utilize combat mechanics, making fights challenging but fair—no unfair NPC abilities.
- Difficulty tuning involves making regular NPCs easier and bosses tougher.
- Losing XP and money on death is intentional to add consequence; players can recover lost Zeni via image training and XP via Guru.
- Capsules are an important gameplay element, with plans to add upgraded versions in future updates.
- The remaster includes form transformations with cooldowns to prevent abuse of healing mechanics.
- Form passives exist but are balanced around stats and health drain rather than simple buffs.
- The developer is considering tweaks to form transformation cooldowns to encourage strategic combat use.
Balancing & Meta Considerations
- Balancing is dynamic and update-dependent, with some races stronger at different points.
- The goal is for all races to be roughly equal in power by the end of updates.
- The developer dislikes meta-exploitation by players but understands it’s part of the game.
- Frieza race mechanics (form transformations and resistance) have been tweaked for better balance.
- Blue Kaio-Ken (a popular form in the original game) is not currently planned for all races, but the developer is open to adding a balanced version similar to Mystic Kaio-Ken.
Community & Player Interaction
- The developer acknowledges negativity and toxicity but tunes it out, focusing on positive interactions.
- The community has been instrumental in shaping the game, though some misunderstandings (like slot transferring) have caused frustration.
- The developer appreciates players who enjoy the game and is committed to supporting the community.
Content & Future Updates
- Plans to significantly expand space content, as the original game had very few quests there.
- Potential to explore new worlds beyond Zaros, including the demon world with magical elements.
- Guilds and base-building features were planned but cut early; they may be revisited for the space update.
- Androids and aliens are considered side or sub-races with potential for unique upgrade paths and play styles.
- The developer does not closely follow other Dragon Ball Roblox games to maintain his own vision.
- Secrets and Easter eggs exist, such as the robot NPC in South City hinting at future content.
- The mastery system is complex and cryptic; recent updates aim to make it easier but not instant.
Developer’s Personal Insights & Regrets
- No major regrets about the remaster; the original game’s rebirth system was a way to extend content for grinders.
- Regrets include releasing the remaster slightly early and not launching guilds initially.
- The developer enjoys expanding lore and improving the game world.
- He is open to player feedback but sticks to his vision for the game.
Tips & Advice for Players
- If struggling, consider adjusting your build and using capsules effectively.
- Capsule upgrades will be added to improve viability and diversity.
- Mastery takes time and effort; no quick shortcuts are intended.
- Death penalties exist to maintain challenge and consequence.
Key Points in Bullet Form
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Origins & Inspiration:
- Inspired by anime worlds, especially Dragon Ball.
- Created own anime games after favorite Naruto game shut down.
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Remaster Development:
- Old code was messy; remaster allows modern, organized coding.
- Remaster covers original content up to Zaros, with plans beyond.
- Multiple developers collaborate smoothly due to clean code.
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Gameplay & Difficulty:
- Intelligent NPC combat using full move sets.
- XP and money loss on death intentional for challenge.
- Capsules important; upgrades planned.
- Form transformations have cooldowns to prevent abuse.
- Balancing aims for race equality over time.
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Community & Player Relations:
- Developer tunes out negativity, focuses on positive feedback.
- Slot transferring misunderstood by some players.
- Developer appreciates loyal player base.
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Future Content & Features:
- Space update will add many quests and expansions.
- Possible demon world and magical elements after Zaros.
- Guilds and base-building planned for space update.
- Androids and aliens to get unique upgrade paths.
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Balancing & Meta:
- Frieza form mechanics and resistance tweaked.
- Blue Kaio-Ken may return in a balanced form.
- Balancing based on stats, health drain, and cooldowns.
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Secrets & Lore:
- Robot NPC hints at future secrets.
- Lore and story to be expanded gradually.
- Mastery system is cryptic but being refined.
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Developer’s Regrets:
- Rebirth system seen as necessary but controversial.
- Early release and lack of guilds initially are regrets.
- No regrets about slot transferring or game passes.
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Player Advice:
- Use capsules to improve builds.
- Mastery requires time, no quick fixes.
- Death penalties add meaningful risk.
Featured Gamer / Source
Interview conducted by SnakeWorl with the Final Stand Remastered (FSR) Owner/Developer (name not explicitly mentioned).
This summary captures the main points about the game’s development, gameplay mechanics, balancing, community interaction, future plans, and developer insights discussed in the interview.
Category
Gaming
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