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依盖之书 book of yog News

【Content Sharing】Heroes model iteration preview ①

Hi guys, the testing on August 25th is getting closer and closer. Apart from the optimization of the test content by the technical team, our art team are also working hard to improve the quality of the game. Today I would like to share with you some updates of art resources.



As one of the early produced characters in our game, Galahad plays an important part in the story. But the 3D model of Galahad suffered because early models' output were not sophisticated enough because of a shortage of early manpower. So sorry to Galahad!

But with this update, Galahad's model quality has successfully enhanced from the PS1 era to... PS2 era! Although the span is not large, but also a promotion of a generation!

Galahad's charge ability was the "highlight" of the last testing. It is said that the level of appearance is sacrificed to gain strength, so after this successful plastic surgery, even slightly weak point is acceptable! What do you think, Galahad! (Galahad, Char --!)

Well, just expect the planning team to strengthen him! :P

And don't forget our testing!



【Causal Chat①】Just some causal chats...

The whole development team was busy this week. Due to some careless planning, the development schedule was affected. After rethinking, the team made timely adjustments. Fortunately, the basic content development of "Endless Corridor" has been completed according to plan, and while there are still many details to fill in, the basic gameplay can now be played. It should also be released on this test, we are delight to listen to your opinions and suggestions, then we will try our best to optimize it.



So, for various reasons, the scheduled test was canceled by a week. However, this is a lesson learned from the last test, in order to bring a better game experience for everyone. But don't worry! This time the game content has been basically completed as planned! The team will continue to work overtime over the weekend to complete the remaining details. Please look forward to our test on August 25th.

【Dev log⑧】An essay on the pace of development

Hi I’m Wang. I get asked all the time: "Make a free game on STEAM. Will players take it? " In my opinion, In fact, I think that for the player, having enough content is what you want as a player, not an absolute freemium or buy-out game.

I prefer to use the term "hybrid" to describe the Book of Yog. The hybrid game that I understand, It should have the advantages of free games with no economic barriers of interactivity and strong and continuous update ability, but also have the rich and coherent game content of single-play games, such as story, exploration, experience rhythm, etc.

I divided The Book of Cover into three development stages: Battle & Cards, interactive upgrades, and Enhance Content.

[h2]Battle & Cards[/h2]

1:Have a certain number of levels to play, rich build content, rich growth system;

2:Have 20-30 characters to collect and cultivate;

3:Early game plot (the team size is still too small, the production capacity is insufficient, and the development tool is not mature enough, which is currently being addressed).

At this stage, the game is basically playable, but the experience is not rich enough. It is just a normal hard-core idle game, and it will be in this stage when the game is initially launched. (For those players who have a strong need for the game plot I want to say sorry first. Please give us some more time and patience, we are trying our best to improve the editor, please wait for us to perfect the tool!)

[h2]Interactive Upgrades[/h2]

1. Steadily add new levels, gears, skills, gems, storyline, and new skill mechanisms to enrich and deepen build system;

2. Steadily add new characters, averaging 1-2 characters per month;

3. Add activity gameplay, enrich the clan system, and provide gameplay of character collection and gear collection centering on activities;

4. Steady updates of plot content.

At this stage, the content of the game is relatively rich, with more interactive gameplay, and more research space for the build. The requirements for the player to play the game or pass the level are not identical, which allowing the player to play more freely.

At the end of this stage, when our tool chain is mature and the update of level content is stable, we will be fully engaged in the development of plot content and exploration system.

[h2]Enhance Content[/h2]

1.We will create over 20 separate scenes to shape the main city - St.Nigar - in the game. Players can explore the city in a variety of ways, such as investigating side quests, playing mini-games, training, and interacting with characters who play roles as students;

2:Players will play as a mercenaries commander, arrange the tour of the academy, accompany students, guide training, complete missions and deepen relationships with students in limited time, and promote the development of the story;

3:Increase the bond system, improve the ability of partners, activate the side-line story, learn about the character backstory, open exclusive weapon missions, etc.

At this stage, we will devote all our energies to creating a sophisticated and informative world of St. Nigar.

Only every month, every aspect of the game is updated steadily, including rewards, levels, new characters, gear, story, activities, then I think this game is a qualified game, which the players will be willing to play such a game. I expect the whole development cycle to take about 8-12 months, so it's going to be a long, hard job for us.

However, I believe that as long as perseverance, our sincerity will attract our players!

The test is basically scheduled for August 25, and I sincerely welcome you to come and play our current game, and also welcome you to give us all kinds of criticism and suggestions.

【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!