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Dev Diary Update

Hello all!

Time for another dev diary. This week is a bit on the softer side, it's holiday season here in Spain so teams are slowed down a bit due to employees taking some well deserved rest.

This week a lot of work has gone into usability: tutorials, hovering information panels... tools so all the new systems are easy to understand. So for example here you can see some in-game tutorials:





In this case, these tells you about the importance of game elements. This second tutorial will make sure nobody ever asks again "what is the vector?"





Looking at everything we've done already for this update, the list is beginning to look quite good, here's all the new features:

- Dual weapons
- Weapons have elements
- Enemies have weakeness, elements and resistances
- Enemy generations with new behaviours
- Visible gears
- 6 consummable item slots to do per-contract builds for your heroes
- Checkpoints to save progress
- Shop to buy weapons and gears and consummables
- New contract browser
- Shorter contracts, more focused on new stuff
- New contract end screens with rewards
- Re-done the game Codex
- Re-done all the internal vector logic

So this is the "game logic" part of the build. The second part is the new enemies, which may or may not come on the next update. Here's the final mesh of one of them. If all goes well, these guys will be textured next week, so this is the last time you see their gray skin, we hope to show them fully textured in the next Dev Diary.





Last, but not least, here's some new art assets. These are ships you're going to see in Skua, our 4th planet, coming late this year. I hope to be able to do a major update about it soon, it's coming together nicely!



That is it for today. Next week it's enemy texture week, VFX, and more bug-fixing. And all our team will be back at work, so expect much more cool stuff then!

See y'all in the Outer Reach!!!