Greetings everyone,
this month I have more news to show you and things that will be coming live in few months. I expect the beta testing of this remake to start somewhere around end of January. It's going a bit slower than I've planned but I'm happy with the results so far.
Here is what has been added/changed since the last time I've posted:
[h2]1. Adventures (replacing World Map)[/h2]
Players will be able to see the hero travelling in the 'world' when out of town, sort of automatic with some interactions.
You will be able to view what he has in his inventory, change his gear and so on. Every piece of gear you craft will be able to be visible on him. Anything can be visible pretty much.
At the end he will return to his inn and will await further instructions. Map will reset again. There will be couple of maps for the randomization. I'd love to add some seasonal stuff too, just for fun.
During an adventure, hero will collect resources and discover dungeons just like in the previous patches! This time I will also add the epic creatures too!
New hero stats:
- Carry capacity - counts for each item/material quantity
- Energy that will be reduced as hero explores, when it reaches 0, hero will rest by campfire until next day
[h2]2. Combat (Arena will be removed but that combat style will be implemented for all battles)[/h2]
Terrick is basically now the gladiator from the arena while the abilities are combined and all is put into 3D enviroment.
Units will now contain 'Armor' and 'Slashing/Piercing/Curshing' types of damage (depending on their weapons). You can modify what weapon damage you get based on the weapon you craft.
A 'broadsword' like sword gives more piercing damage
'Saber' like sword will give you more slashing damage
And yes, all the changes in every part will be visible even for sale and even in the combat or adventures!
[h2]3. Armor and resources[/h2]
Armor in this game is a little bit enhanced I'd say. While at the moment I've only added 'Light armor' so far, it contains 4 modular pieces:
1. Tunic
2. Shoulders
3. Hip guard
4. Belt
Depending on the materials, you will change the armor outcome and get some bonus stats.
During the sales, armor will only be placeable on armor stand, while weapons in the weapon stands, general items on showcase tables. This will give player better overview in the workshop.
This is probably the most time consuming part, because I want the armor changes to be visible on the hero and with as less glitches and mesh protrusions as possible! (Love when his belt is going through his belly :))
Setting everything up was for me the toughest part to achieve, but I'm happy that the base code is set up and now I'll keep adding content and polish the gameplay.
I'll soon require a big help from the community with the polishing part, so stay tuned and thanks for supporting my project. It's overwhelming amount of work but you guys keep me away from burning out!
See you in January and wish you all merry christmas and happy new year!
Cheers,
VM Machal