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Development Progress #8

I am still working on the dungeon. While designing they layout I am also adding new assets and polishing existing ones.


In the dungeon you can set your respawn point, so you don't have to walk a lot in case you die.


You can now see when enemies complete their ability cast. This allows you to plan your actions better when to dodge. I do plan to add the ability to interrupt ability casts. That way the combat will be even more dynamic.


I am also experimenting how the game would look like with an orthographic camera. I do admit I should have done it earlier, especially because I do like how it looks like.

Development Progress #7

Currently I am working on improving the core gameplay loop.

At the moment all biomes, which are currently just two, are mixed into one run and there is supposed to be one boss between them. The boss encounter is not exciting, especially because after unlocking the particular floor you can easily access the fight.

With the improved version each biome has a dedicated area. There you can get portal shards which open
a portal to the boss dungeon. The dungeon is completely handcrafted and is a more eventful boss encounter.

The new UI has a selection of all areas. Some may be locked till you clear the associated dungeon of the previous area.


A dungeon has an assortment of trials that will make the whole run harder, but provide a unique reward when you manage to clear them.
You can die up to six times in a dungeon before you get kicked out of it. Opening a dungeon requires portal shards which you get in the equivalent themed biome area.

Update 0.87 - Complete UI rework

Gameplay

·Completely reworked the UI
·Removed the ability to buy additional storage tabs. This feature will come back in a different form.
·Removed internal cooldown on a lot of modifiers, so they trigger as expected.

Bugfixes

·Fixed damage over time modifiers causing problems to enemy AI
·Fixed skills cast from modifiers not causing a cast event

Here are some previews of the new UI.











Update 0.86 - Major new feature: Masteries

This update includes a new major core feature. Based on the weapon you use you will be unlocking your skills and earning class skill points. Spending class skill points can greatly changes your skills.
Sadly the new content is not translated, but I am nearly finished with workshop integration for translations.

The next update will focus on a lot of polish and some content.

Gameplay

·New feature: Masteries. Starting out with one mastery per weapon, for a total of 5 masteries
·New NPC where you can reset your spent mastery skill points
·Improved gold lighting and performance by grouping gold into piles of three
·Added steam rich presence
·Improved healthbar design of elite enemies
·Changed claw weapon 4th skill. Applies a DoT in an AoE.
·Picking up items does not try to auto-equip them anymore. For now this is a necessary change so the multiplayer works bug free.
·Added workshop support for game translations
·Minimum supported screen resolution is now 1024x768
·First load into the game is now way faster
·Multiplayer invite codes are now more readable
·Removed big UI when player got a level up
·Reduced enemy amount by ~30%
·Increased enemy health by ~30%
·Removed cursor customization
·Added a new well visible custom cursor
·Mouse cursor now changes when hovering over special objects
·Hovering over objects now shows a name and short description
·Removed tornado totem enemy. Now spawns as a proper totem ( the same type the player can place )

Bugfixes

·Fixed ranged slightly shooting in the wrong direction
·Items are now properly synced over the server. This causes clients to have a small delay when equipping items. This is necessary for a bug free experience.
·Falling into void now deals damage again
·Fixed screen resolution from resetting

Issues

·'Tornado Totem' does not stick to moving platforms anymore

Development Progress #6

Still working on finishing all the masteries. The technical side is done, but I still need to add good icons, particles and sound effects. Various other parts of the game also received some polish and improvements.

Enemy rarity now also shows in the healthbar.


Skill charges now show their cooldown.


The icons are obviously still work in progress.