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DEVELOPMENT CORNER

Nicole Ng

Postknight 2 Wintertide

Postknight 2 is an RPG-like adventure game developed by Kurechii. It is the second game in the Postknight series, acting as a sequel to the first one. I was part of the development team to work on Wintertide in 2022.



Back in 2022, I was supporting the project lead to setup the event market, Delivery Quests and onboarding as well as being put in charge of developing a casual mini-game for Wintertide, a limited time in-game event for Christmas.

Delivery Quests

This is the playlist of all the Wintertide Delivery Quests on Youtube!

Credits: Xre



Delivery Quest is a core feature in the Postknight series, players can login daily to go through Delivery Quests to earn rank tokens to rank up as a Postknight. These Delivery Quests tells the stories of the world of Prism and the people living in it.


Game Loop:

> Collect the parcel from the Delivery Quest board

> Go through battles on the way to the receiver

> Deliver the parcel to the receiver

> Go back to town to have the sender acknowledged the delivery


My task was to setup the technical game flow, below are the list of my setups:

  • Setting up the gifts in Delivery Quest UI and in battle route

  • Setting up which NPCs will appear at the battle route and town route

  • Setting up the sender and receiver route as well as the exact battle route

  • Setting the rank of the delivery quest

  • Setting up the amount of rewards

  • Validating all of above including all visuals and dialogue


Mini-game

This is the gameplay from Youtuber Xre as well (skip to 1:51)

Credits: Xre



My task was to design a casual mini-game that was suitable for our target audience as well as newcomers to the game and should only utilise using two buttons, which follows Postknight's development philosophy of "being able to play the game fully one-handed".


I went through several iterations before this was approved, many initial ideas were rejected due to multiple reasons from being too punishing to newcomers, to being too complex and competitive. At first it seems quite restricting and the final version of the mini-game seems a little dull in comparison to the designs I had presented, but it actually helped me understand and work better with constraints later on in developments.


Not everything has to be complicated to be fun! Look at Tic-Tac-Toe :)


My tasks was to design the game rules, the formula for the combo and point system, the game flow and core game loop.


Event Market

My task was to setup the items for sale in the event market and calculating the economy balancing for Wintertide Tokens. The economy balancing also includes me setting up the enemy drop rates. This is because the event area would not be using normal in-game currency but the event currency instead. So the drop rates for enemies will need to be taken into account.


The economy design is based on the number of days we wanted our players to actively participate in the event, the target would usually be around half the duration of the event. This means that players would be able to purchase all items in the market if they actively participated for at least half of the event duration. This makes it a more casual experience and less stressful to newcomers.

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