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Dev Diary Update

Hello all!

If it's Friday, it's time for a Dev Diary! I am going to share today quite a few things, many of them work-in-progress. As we get closer to having a Beta, we are integrating systems, and so we can begin showing how things will work.

First of all, here's a quick clip we've done of the new UI. If you watch carefully, you'll see the weapon shop, the gear shop, the twin weapon equip, the item shop, and even the contract tree. Some things are still being worked on, but it's a pretty interesting clip:

[previewyoutube][/previewyoutube]

On the video above you'll see the items are currently placeholder. Here are some of them, in all their 3D glory. We expect to integrate them next week:



Of course, as now your weapons have elemental damage, we felt it would be a nice touch for contracts to show you their "typical" element, so you enter the contracts well prepared. So in these two shots you can see the damage of your currently equipped weapon (above) and the contract's recommended element (below)





And, of course, our art team is still working on Gears, our equipment. There's never too much of this in a game like Killsquad, here's today's batch!



On a non-visual update, here's two very important items:

1) We have shortened all contracts on Recruit, so they are around 15 minutes each. We feel less is more: shorter, more varied missions, with good replay value. Veteran will remain longer, of course.

2) You'll remember on our last Gathering we said our driving force was Progression, specifically, giving you guys more ways to customize your hero. We are already adding:

- Twin weapons
- Six item slots
- Weapon elemental damage
- Our two gears, which now become visible

Okay, I am happy to announce we have decided to add 2 more slots, which we call "Permanents" for now. Permanents are our way to give you guys more control over passive skills. In the current system, most Passives emanate from the weapons & gears. So, when you changed your weapon, you lost the passive (say, a shield passive). This put players between a rock and a hard place: you wanted to keep the Passive skill, but at the same time you need to move on from that weapon as it's not strong enough.

Wouldn't it be amazing if you could somehow "lock" your favourite passives?

Enter Permanents! You can wear two of these, and think about them like "cursed amulets": Each Permanent generates one passive, say shield in the example above. The way it works is, when you get it (for example via the Colosseum of the Unseen) the Permanent is not charged. So it will have a negative effect on your passive. In this example, shield will be *lowered*. Still, by using the Permanent and beating contracts, the Permanent will be slowly charged, and its true passive will flourish. So for example a Permanent giving you 25% extra shield, may start taking 10% from your shield, so you need to work on it to unleash its power.

We are thinking Permanents will be tied to the Unseen, so expect them to drop on Colosseum Battles. But this is still being discussed.

We feel Permanents are a great way to further customize your hero, and at the same time enhance the game's progression. What do YOU think? Post your ideas on the forums, we are always there to read them!

So that is it for today! Lots of stuff, and more to come as we integrate all game systems. We expect to begin announcing our Beta date soon. Still lots of work ahead, but the game is coming together nicely.

See y'all in the Outer Reach!!!