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[Dev Log③]Summary of the first testing in 2021 (2)

Hi, I’m Wang. I've recently felt that operation is a real burnout job. Well, I must give all my appreciation to the operation leader, all I can say is respect!

Recently, I have been working late every day. Coincidentally, some time ago is the European Cup match. As I watched the game, I wrote the log, too. As expected, the efficiency is low. It seems that one cannot do two things at once.

Once again, Netherlands failed me, so I'm going to have to support Italy instead. Sure enough, the character of will and good tactical discipline are the guarantee of success.

Back to the point, let’s talk about the battle stat. Currently, there are a total of 24 S-class heroes in the game, with at least 48 expected in the beta version. Each hero has 6 unique skills and 4 generic skills of each type. The total number of hero skills is 24*6+4*6 (6 types) =176. In this test, I almost didn't measure the skills, so the numerical rationality is far from enough to meet my requirements, and there will be very extreme situations.

As I expected, after this testing, players naturally rated their favorite T0 hero. They'll complain that the Support Hero is useless, or that so-and-so hero is lame, but it still makes me happy to see the discussion between the players.

But it doesn’t matter, before the second testing, I will make a calculation to make the mediocre hero more characteristic, and make the characteristic hero keep the characteristic but not too IMBA. It's a lot of work to me, but as a game worker, it's also a very enjoyable time.

There are 96 equipment with various specifics in the game. As I expect, the number of equipment will grow to more than 200 in the EA version. The design has been completed and will slowly begin to be implemented in the near future. At the same time, there are a lot of problems of stats calculation and equipment use design need to be solved. As a designer, I prefer to use a CCG or TCG model for equipment design. I want to control the intensity, composition of the equipment, and let them match to the level design. Also, I want the players can have fun with it.

In the early days of the development of Book of Yog, we decided that there would be no money barrier for collecting and acquiring equipment. It would only be a matter of search and gain, some of which might require a little time or luck. After all, it’s a Hack and Slash game like Diablo.

That's all for today. The recent growth rate of wishlist has slowed down a lot. As expected, slacking off will be punished. Let’s keep going, Qi HeShe!

[Dev Log②]Summary of the first testing in 2021 (1)

Hi, I’m Wang. Keep sharing the technical testing log causally. The technical test in June lasted seven days, and although there were a lot of serious problems, the feedback was much better than I expected.

To be frankly to say, the preparation of this testing is too rush to show full contents and well quality. Due to the development period is too long, the team in inevitably experienced some burnout, which caused these results. So the team especially need external feedback and pressure, whether positive or negative, which is better than none at all. Thanks to the rational and positive comments from our players this time, it gave us a lot of motivation.

For this testing, I summarized the following questions:

[h3]1: The Value of Economic System[/h3]
There is a big problem with the economy value system this time. The reason is that we adjusted the difficulty of the “Trial Maze” before package the client, but forgot to adjust the production efficiency of the “Hero Orb” at the same time. This result in the players having to challenge difficult levels while can only acquiring items that don't match the difficulty level. The “Hero Orb” are one of the most important items for leveling up, so the lack of orbs makes it difficult to level up the next day. It was a huge mistake, which is also a lesson for us. There will be a lot of mistakes when we not prepare enough. For the next testing, I hope we can prepare for it with ease.

[h3]2: The Game Contents of the First day & The Duration of Gaming[/h3]
According to the backstage statistics, the average of play time of the first day was over three hours, which was way ahead of our expectations. We analyzed it and realized that we didn't plan the game contents of the first day carefully enough, which led to several major problems: players were too tired, there was a lot of contents they didn't understand, and the next day's gameplay dropped dramatically. This is reflected in the back office numbers as well, and our third day retention rate has declined very sharply.
This is reflected in the backstage's statistics as well, it showed our retention rate has declined very sharply on the third day. We plan to adjust the arrangement of the first day’s contents, more ingenious but not messy, we’ll advance the fun of Gear Build for players early on and delay some new contents of gameplay to a later day. At the same time, we plan to add some more interesting contents before the next testing, and as the story content grows into mass production in the future, we believe the experience of the game will increase dramatically.

[h3]3: The Battle System[/h3]
The most serious problem with the battle system is some pathfinding bugs that cause players to get stuck, we are working on fixing them.
The adjustment of battle balance is an ongoing process, and we are constantly working on calculations and optimizations to enhance less-popular S-class heroes and optimize their mechanics. After that, we will continue to add new equipment and new heroes. Before the launch, we expect to add about 200 new equipment and 8 new heroes. We hope players can discover the fun between heroes and heroes and between heroes and equipment by themselves.

[h3]A good companion for a beginner——Scarlett, Under optimization and adjustment[/h3]


[h3]4: Bugs & Performance[/h3]
Bugs piled up... And when we saw players feedback seriously, with gratitude and shame, we wrote it all down and will work it out.
Some players have also reported that the computer is heating up when play, and we are working hard to solve it. This problem will improve as time goes on.

That's it for today, and next time I'll talk about the direction of the game and some bits and pieces of understanding.
Hoping that players who are interested in can add us to wishlist to support us, and we will continue to work hard. ;D

[Dev Log①]Summary of the first testing in 2021 (preface)

Hi, I’m Wang, the main designer of Book of Yog.

Recently, I plan to write the development logs with our operation colleague in co-work, and share the contents with our players who are interested in Book of Yog.

First, let me introduce ourselves. Our team, Qi He She, was established in 2019. The initial team consisted of seven people. It took us nearly 18 months to finally build the prototype of Book of Yog. There were many stumbles in the process of project approval. I will review this difficult period of time if I get the opportunity in the future.

With our efforts, we ended up with an idle game, which we summarized as: [Multi-Character] X [Build] X [Idle] X [ARPG].



The game was originally designed for players who like to play Hack and Slash games such as Diablo 3 and Path of Exile, who are crazy about the character build system, and who don't want to be consumed by games with a lot of energy and electricity bills.

Because I'm a lazy person myself, and as I get older, energy and time become more valuable to me. If I had extra free time, I'd rather spend it on Apex, Ori, Zelda, and countless other great games. So, is there a way to have these games both ways? And then, the concept of the Book of Yog has come to my mind.

Internally, we've been calling it the "dessert of the day" game. We don't want players to be torn between playing Book of Yog and playing games like COD, Apex, LOL, Monster Hunter. But if you still want to experience the joys of Character BUILD, stat growth, and story at the same time when you don't have enough time, we might be a good choice.



I believe that the longevity of an online game depends on continuous quality updates, and we will keep updating the story, levels, and character builds.

So much for that, back to the point. During preparation of the technical test, the teams often work into the wee hours. Because of the rush testing, there were lots of problems arose. For example, the game flow haven't been optimized, and there were configuration error of the relevant value.

Because this test only provided CN servers, as a result, many overseas players downloaded the game, but could not experience it smoothly. We are very sorry to these players! When hold the third test in October, we will provide overseas servers.

Recently, I am busy at sorting out problems, analyzing data and thinking about solutions. For me, the most energy-consuming thing is not to solve a very difficult problem, but to find the highest priority to solve out of 100 important things.

This log is a start, and in the next post I will start to summarize the lessons learned from this test, hoping that our followers will support us by searching for the Book of Yog on Steam and adding it to the wishlist. :D

Daily Chat#13

A month has passed since the last Daily chat. I didn’t expect that the last time I met with the player was last year.
We have almost completed and optimized the in-game hanging part, but in order to allow players to be more immersed in the world of Yog, we are currently planning and preparing to develop the plot and performance. We've sorted out all the features and resources that are missing from the game's official launch, and we'll start production in the near future.
We are sorry to drag the game on, but our intention was to make a game that players love. Thank you for your forgiveness and support, so let me introduce you to the world view of this game.
More than a hundred years ago, countless monsters suddenly appeared in the far north of the mainland. These monsters descend like a black tide all the way south, wherever they go, the creatures are disappear.
Eventually humans stopped the Black Tide at a terrible cost and built the Great Wall on the line, but even then it would still be destroyed under the attack of monster.
The Father had compassion on the world, so he sacrificed himself and attached to the Great Wall. In the end, the Great Wall turned into an insurmountable barrier for monsters, protecting the last home of mankind.
More than a hundred years after the black tide broke out, the protagonist, "You", by chance, was invited to the great wall's central Forsyth Iserlohn (tentative) to appoint a "instructors".
The gears of fate will eventually begin to turn, the girl in the dream, the mysterious archbishop, the four commanders of very different characters, the cold judge, the monsters of unknown origin, and the shadow of the re-emergence of the black tide...
In front of the screen your story begins, in this fate what role to play, please go to the Book of Yog slowly explore ...

Daily Chat#12

In the content of the previous issue, we Introduction the enhancement system. The various strengthening materials that support players to strengthen equipment are mainly derived from the decomposition system.
Under the disassembly tab in the factory, players can consume the unnecessary equipment obtained by hanging up to get enhanced materials.
Decompose white and green quality equipment to obtain enhanced powder;
Decomposing blue quality equipment can get enhanced stones;
Decompose purple quality equipment can obtain enhanced crystals.
At the same time, we have added a one-click decomposition option for the convenience of players. Players can perform batch operations on the equipment under the current tab classification by clicking the [Batch Disassembly] button.

The equipment of purple quality and above does not support disassembly for the time being, and the equipment of purple quality requires manual operation by players and cannot be selected in batches.
At present, we have also officially developed an equipment transfer system. When players acquire higher-quality equipment, they don’t need to start training from zero.
The equipment of purple quality and above does not support disassembly for the time being, and the equipment of purple quality requires manual operation by players and cannot be selected in batches.
At present, we have also officially developed an equipment transfer system. When players acquire higher-quality equipment, they don’t need to start training from zero.


Our team is currently developing new content while improving and repairing the deficiencies in the past. The content of the game is much richer than the previous test, but in order to provide players with a better gaming experience, we choose to continue to polish it, thank you all Players are waiting, and we will work hard to provide satisfactory answers.
The new year is coming, we once again express our sincere gratitude to all players, and wish you all health and joy in 2021.