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依盖之书 book of yog News

【Dev log⑦】Test time decided! And some thoughts on game mechanics.

Hi, I'm Wang. The testing of August is drawing near, it will be scheduled on August 25, and welcome to join our official communication group to get the latest news!

Recently, I’m redesigning some mechanism of the game, in order to improve the combat system of the game.

There are two types of damage system in : physical damage and elemental damage. Elemental damage is divided into fire, frost, lightning, and absolute (chaos) damage.

Basically, the damage attributes of each hero are determined at the beginning of the design, meanwhile we will design some hidden mechanics or characteristics to the hero that the player can strengthen these systems. The way to strengthen is relatively common, by collecting and building items to create equipment, gems, and skills, as well as enhance character by class transfers and gain awakening skills.

And I have been thinking about strengthening the following mechanisms:

【Shield】: This is a mechanism that has been shelved for a long time. Currently, it has the same effect as HP, and there is no difference except that it cannot be restored by healing skills, which is an unexplored mechanism.

There are several expected design ideas:

【When the character’s shield is existed】

1:Halve the chance of being stunned

2:Give the resistance to abnormal state of various elements

3:When shield broken, it interacts with the build and gear design continually

4:【Shield】and【Shield Restore Effect】play the role of increasing endurance and survival rate during the battle, which is a necessary attribute for marathon battles.

5:Shield won’t calculate with the Damage Reduction effect.

6:Shield will invalidate enemy’s leeching effect

7:Grants a saving from the curse state when have shield

Effects [1] have been identified, effects [2&3] are still under consideration, and [4&5] haven't figured out how to incorporate them into the level design yet. Most of our levels now are short battles that don't rely on endurance, and we may have to work on that later. About [6&7], it’s just brainstorming, but still worth thinking a little deeper.

【Poisoning】

Poisoning is an abnormal state, a type of absolute damage (chaos damage). It’s DOT, which means it is a cumulative debuff, and can cumulate an infinite number of times. Poisoning base damage = 5% physical strength/second. Damage calculated at the highest value after each refresh.

【Duration】: The base duration is 2 seconds, which can be extended with features and affixes.

【Counter measures】: Use an antidote to temporarily gain potion status, which can detoxify and prevent poisoning constantly.

【Trigger condition】: If attack with a chance to poison, can trigger poisoning when hit the target.

Alternative design concept:

When physical damage and absolute damage critical hits, trigger poisoning.

Poisoning can trigger new features through abilities or builds, such as Cripple, Paralyze, or Plague.

Affix design and feature design:

[Chronic Poisoning]: The duration of poisoning extended, the trigger time of poison damage is longer.

[Poison Explosion]: Trigger poison effect immediately, deals 3 times the damage of poison.

[Toxic Heart]: Poisoning can be cumulative, the damage increased 5% each time when cumulative 1 poisoning status, the maximum status is 10.

[Plague] When a target dead with the poisoning status, the status will be transferred to a nearby enemy unit.

I've also come up with a number of designs, which will be discussed more here if you're interested.

If you can make the game, how will you design, welcome to discuss ~

BTW, sharing some new characters that under the development, try to guess what’s the class of these characters.

【Dev log⑥】August, a brief introduction of the development

Hi, I’m wang. The overall development of game has been a bit stalled recently, and the status of mine has been a bit terrible, too. Well, I've been working at a very wrong pace lately, I often work late at night and come to company at noon the next day. Those of you who have stayed up late during the holidays must have had similar bad experiences of losing the whole morning.

This feeling of deja vu, I thought about it, was probably an accumulation of anxiety and stress, with a kind of sadness emanating from the body. Hoping to break this terrible status by hitting the gym at night, and going to bed early and getting up early.

Recently, the team has also encountered some problems. The development process of the new gameplay "Endless Corridor", which was originally prepared for the Testing in August, was not smooth. I reflect on it carefully and analyze the following reasons:

1: The team did not have enough awareness and preparation for the expected challenge. Although we felt well-prepared at the beginning, the end result reflected the maturity of our team is still low and was far from sufficient to match our ambitions, such as our ultimate goal of making a sandbox game.

2: The preparation is not strict enough. When developed small function, we can play it by ear. But this time, this function is such a big challenge to us that we had to restart over halfway, re-evaluating and re-splitting the design, which greatly disrupted the development pace and schedule.

3: The personnel arrangement is not proper, and there is no good communication and mature cooperation mode between the personnel. The person in charge of this work cannot fully undertake such complex tasks, and the new staff does not get enough support.

The team was more or less complaining, the lead art producer was also complaining a lot. As the producer of the game, it was frustrating to be knocked out of the “feel-good illusion”.

But the good thing is that the output and optimization of art resources are still in steady progress. Here we also share some new characters in production for you. I hope you like it.



This time I want to write some words to vent, to the unknown you. As with strangers to talk and share, thank the friends who read these words, it is probably a way to relax.

is an idle game, but I hope it's not just an idle game, but a great game that is constantly updated and has a huge amount of content. I believe that if you persevere, you will be able to do it. Thanks to the players who always support us!

【Walkthrough】The Equipment Workshop

Hi everyone, to get our players familiar with the game earlier. Today, let me introduce the equipment workshop system, which is closely related to the Equipment Build System.

As one of the most core and interesting system in Book of Yog, the Equipment Build System largely determines the direction of the game. By matching heroes with the powerful equipment which are randomly generated, players can create a unique team to experience a unique gameplay.

For example, by equipping the ranged heroes with the equipment which has “leeching” and “healing the team when leeching” skills, you can turn the ranged heroes into a composite class that deals damage as well as heals.

The equipment has five qualities in the game, divided into "Common", "Fine", "Rare", "Epic" and "Legend". Each equipment has three categories of attributes: two fixed generated attributes “Main Attributes” and “Equipment skill”, and one randomly generated attributes which is divided into “major affixes” and “minor affixes”.



When the player gets an equipment, the “Main Attributes” and “Equipment Skill” are mixed, so the “major" affixes and “minor affixes” which are randomly generated. If you unsatisfied with some affixes, then the workshop is you first choose.

Next, let me introduce the different functions of the workshop.

Disenchantment and Enchantment


During the game, you will definitely get a lot of equipment that you don't need. So what to do with all this equipment? The disenchantment function of the workshop is the first choice. The disenchantment function allows players to disenchant equipment they don't need in their packs. Depending on the quality of the equipment being disenchanted, different materials will be obtained, and these materials are essential for equipment enchanting.



The enchantment function is used to improve the main attributes of equipment. The maximum level of equipment in the game can be upgraded to 30 through the enchantment function, and the amount and type of materials required for every 10 levels are different, so there is a lot of "useless" equipment need to be disenchanted. Therefore, in a sense, there is no such thing as "useless" equipment in the game.

Please note that the disenchantment process is irreversible, so you have to be careful when you do it.

Equipment Modification


Then let's look at the major and minor affixes of equipment.

In the workshop, the function linked with the major affixes and minor affixes is the modification function. Through gameplay, quests, and other channels, players can obtain equipment stones that can be used in the workshop to modified equipment.

At present, there are 8 types of equipment stones in the game, which are: “Change Stone”, “Restore Stone”, “Level Stone”, “Value Stone”, “Affix Stone”, “Stripping Stone”, “Locking Stone”, “Unlocking Stone”.

The effect of each equipment stone, you can refer to the following pic:



About the value range of affixes, for example: If a weapon has a Crit value of "LV 1:1-10", the Crit rating will be randomly determined from 1 to 10. Then, raising the Crit rating of the weapon to “LV 2: 5-15” by using a Level Stone, the Crit value of the equipment will be randomly determined from 5-15.

Transfer & Synthesis


After the equipment is enchanted and modified, what if you get a more powerful equipment, but you don't want to waste the resources that already used on the old equipment, or the old equipment has better affixes? Equipment transfer can solve your problem!



If you select the old equipment as the material, you can choose whether to transfer the enchanting state of the material and the equipment attributes to the target equipment through the equipment transfer function, so you don't have to worry about the waste of materials!

About the synthesis system, it allows you to select excess equipment as materials and then enhance more powerful equipment. After consuming material equipment, you can increase the equipment's attributes and the upper limit of enhancement. It is important to note that the material and the target need to be the same equipment.

This is the basic introduction of the workshop strategy, if you have questions about the workshop content, welcome to leave a comment! See you next time!

【Dev Log⑤】A little summary for the last week of July

Hi, I'm Wang. The last week of July came before you knew it, and August is just around the corner. Unfortunately, the progress this month was not as good as expected, the new gameplay - endless Corridor has been greatly delayed.

After careful reflection, I found that I was too optimistic when promoting the development of some big functions, and did not divide the tasks carefully enough. Meticulous planning and sufficient planning should be the eternal temperament of a good team.

【Spent some time making a concept map, I'm not an art producer, so it's a little ugly. Forgive me!】

Recently I spent a week to calculate the value of all the S-level heroes, modified and added a lot of skills, there will be no S-level heroes being called as “White Elephant”. After that, I changed a lot of the special effects of the equipment, and improved some mechanics and combinations of them, such as the link between lightning chains, electrified, and the number of ejection; increased the initial effects of some special skills. Many of the effects have no initial fixed value, resulting in a lot of equipment effects being very weak early in the game.

In the last testing, some players reported that the Support Heroes’ involvement in the battle was not obvious enough. For this problem, I will take a serious look. In addition, there are four new heroes' skills, and hundreds of pieces of equipment waiting for me to design. Uh huh... This is going to keep me busy for a while.

【Popular hero - Princess of North are being remade, stay tuned! 】



The second testing is expected in mid to late August, considering that many overseas players downloaded the game during the last testing, but since we only set up servers in China at that time, it was almost impossible for overseas players to play the game. Therefore, we will also set up overseas servers for overseas players to experience in this time.

It's my 37th birthday next week. To be honest, I'm a little nervous. I am no longer young, and I don't think I'm very mature either. As a person who are not very social, maybe it's just a guy who likes games getting a year older

Hope I can stay hungry, stay foolish. And hope you guys can be young forever, see you on August.

【Dev log④】Quiet July, game in development

Hi guys, I’m Wang. Hangzhou has been in an unbearable heatwave for the last few weeks, and it takes a lot of determination for me to go downstairs for lunch, luckily the typhoon has kept the weather cool these days. Catching up on the NBA Finals news while eating was a rare moment of relaxation for me, as a bandwagon fan, after the elimination of the Nets, all the other games are getting a little boring for me.

In the meantime, our team has been working hard for the testing on August. We are developing two new gameplay for this testing: Endless Corridor and Rift Trial. The former is a small activity gameplay; The latter is a Rougelike gameplay that also bring a new equipment system called “Relic”.

“Relic” have the ability to change the type of Hero Formation and also have special skills and attributes. At the same time, we have added a new attribute - "luck points", which has a high probability of appearing on “Relic”.



Luck points will increase the chance of finding quality items and equipment, and make it possible to drop items that were previously unable to drop. The effect of the luck points is based on the member who has the highest luck points of the team. We recommend that players concentrate all the equipment and items that increase luck on one character.

Our team spent the rest of the day fixing bugs and optimizing performance, advancing the configuration of music and sound effects, and doing some preparation of language localization.

The tools for the story module are also being refined in preparation for continued mass production. Making story and animation in a 3D game is a huge challenge that takes a lot of time and money. A small team should really consider carefully about it.

I know it's hard to generate direct revenue for us in the short term from story making. Especially since Book of Yog is a free game, and the story update isn't nearly as effective as updating a paid activity or a paid character. But I think story is one of the most important things about games, and it's one of the things that drives a lot of players.



We want to make Book of Yog is going to be a game worth playing, even if it's far from satisfying right now, we have to make a determination to keep updating it for years to come. We want to bring more stories, more battles, more loots to the game, and we'll try to make the gameplay and the story of high quality before the money burns out. As long as we make slight progress than yesterday, then we'll keep our goal at it.

We believe we’ll bring a satisfactory game for all of you and hope our player can keep support us! Go for it, Qi He She!