We've been having a lot of fun testing and polishing these changes with the help of our Discord community, they've been met with very high praise and we're really excited to see the combat evolve in such a big way. As with everything, you do need to work in harmony with the physics and body motions. It will likely take you some time to learn how to make the most of this new movement and everything it allows. We have also had to do significant work on the AI to adapt it to this, and tried to make it more engaging and tactical in the process. This is a massive change for combat, with huge implications. These changes combined offer a level of control we previously didn't think we could achieve. In order to support this we had to also work on the dynamic footwork and animation systems, making for better balance, control and cleaner animation under all conditions. There is also more granularity to how far you move based on inputs. You can now change direction, cancel movements or continue moving without waiting for the previous movement to complete and without pausing between steps. These things don't always work out, we've a hit a few dead ends in the past, but this was a huge success on many fronts. Our plan looked promising, and we decided this was too important and had to be attempted. If characters could move freely and without pausing the combat would be much more dynamic, faster paced and responsive. Making the movement physics driven, reactive, somewhat realistic and responsive to the player all at the same time is something we've always battled with, without a clear idea of what might ultimately be possible.įor a while now we've been trying to figure out how to fundamentally change the movement so that it's not limited to a fixed step pattern and returning to stance before moving again. Movement and footwork are the foundation of the entire combat and probably the single thing we've iterated the most on. We will continue to improve the game after full release, but it's good to check some of those boxes. The major content goals for the game are now few however, and our road map to 1.0 includes a whole lot of gameplay and quality of life additions, many of which we've now covered here. With the game being in uncharted territory it's hard to imagine a time when it won't seem like things should or could be improved, and constant community feedback and requests ensure our to-do list is always growing. We've been through a lot of major development hurdles, making our own engine, tools and complex unique game systems, exploring with players the implications of these fundamentally different approaches and how we can make the most of them. These are transformative changes and we're excited for what it brings to the combat and what it allows us to do going forward as we finalise more skills, itemisation and gameplay features. The combat is faster, more responsive, more solid and realistic, many lingering quirks have been properly addressed. The highlight of this update is the most major changes to combat yet, as well as some smaller, but still very important ones. Our next update is entirely story focused, so we wanted to wrap all this other stuff up and get these very important changes out now. There's also some nice late content additions for arena. Rusted version worn by Skeleton Armored Swordsman.įrequently spawns in the chest directly ahead of the player when they first enter the floor.Since our last update we've made some major improvements to core gameplay systems and many incremental changes and additions based on feedback and our own goals. Two helmets can spawn in the location with dozens of urns. Spawns randomly in stone chests throughout the floor. Only one is present, and spawns at the Graveyard area of the floor. Wears a full rusted plate armor set, and wields rusted two-handed sword. There is no in-game map available to find for The CatacombsĪdept Level A.I. The only enemies found here are Skeletons, which are weak to Impact and Crush damage. Added to Exanima Early Access on 11th July 2018.
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