A new face, and more collecting (Patreon)
Content
New Warrior
Our old warrior wasn't really the best, and that's ok, as we were using a retextured generic warrior spritesheet. Now, we've taken the new lore-focused approach to heart, and reworked him as an actual Chinese warrior. We've also taken this to change his moveset, changing from the cool, but not really realistic beyblade attack, to a more martial-arts style jian thrust.
Also, something I personally really like, is how he now has 2 variants of the regular slash, which can alternate to feel more fluid.
The moodboard of our warrior, with various pieces of reference art and requirements for each different kind of weapon (see further for weapons).
Treasury & Library
Last week we had the bestiary for all your lore needs regarding enemies, bosses and other characters. This is now being expanded with the treasury for items (gear, artifacts, heirlooms), as well as the library.
We've already previously covered the library as a mechanic of the week, but now we've got a very crude implementation of this in the game already. Playing the game you now have a low % droprate that a random scroll will be dropped, which will contain a story (currently from the strange tales of a chinese studio).
Cheat menu
As we get deeper into our game, starting a fresh playthrough from 0 isn't the fastest way of testing out specific items (we can't just kill enemies until we have good RNG to test out an item in-game).
That's why we now have an added cheatmenu in game for development purposes, allowing us to teleport, toggle states such as invinicibility, replenish stats, or give ourselves items. This will (obviously) be removed in any actual builds of our game.
Mechanic of the week
Since progress will be linear, certain mechanics will only be touched upon in a month or 2. I don't want to keep you waiting though, so for now I'll be explaining an idea that we have here, even if the actual implementation may still take some time.
A major combat mechanic: Different fighting styles
As part of increasing replayability, and an incentive to unlocking new stuff, you can actually get 3 different fighting styles for each character. Combine that with 4 characters, and you've got 12 distinct weapons and styles you can use.
The general thought behind this is that each playable class (warrior, assassin, monk, cultivator) has a short-ranged, medium ranged, and long-range base moveset, although the actual implementations (speed, damage, AoE vs single target,...) depend heavily on the class still.
For our warrior, this would be the following:
- Short range: sword, with jian thrust
- Medium range: Spear, with a spinning slash
- Long range: Bow/Crossbow (we're not certain what's best yet)
What's next?
In a few days, we'll be doing a first run of our Patreon only playtest, leading up to the open playtest next week. This week we've also been working a bit slower, as William is on PTO. We're also waiting still on more Fiverr assets, but we hope to give you a bigger wow-effect next Wednesday (and the upcoming playtest).
Files
Previews only