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CoolColJ

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Posts posted by CoolColJ

  1. Today we’d like to showcase some of the upcoming additions of next week’s patch.

     

    You probably guessed it by now; crossbows are back into the game, and they bring some friends along with them !

     

    As you can see in the video, you can now toggle ammo modifiers when wielding a ranged weapon !

     

    Burn your enemies with fire bolts, stun them with electric bolts and freeze them with frost ones. Explosive bolts will spread the elemental effects, for massive area-damage. We are also adding poison, stunning, piercing and ejecting ammo. All of those can be combined at the same time for devastating effects ! But that’s not all, we’ve also added multi-shot and burst-shot fire modes. Every bolt or arrow will benefit from toggled ammo modifiers.

  2. Alpha 14 - new scenario system. Also coming to Steam soon!

    Man it's so content packed for an alpha :0

     

     

     

     

    Quill18 using the new scenario system to do a Fallout4 lone survivor playthrough with a dog :)

     

    • Like! 1
  3. game is on special right now -25% Steam sale, and also -25% at GOG, but not a whole lot of content right now, but they are steadily updating it

     

    They added an Inn to the starter town, so you can sleep/heal until a specific time of day

     

    According to SteamSpy there are already 17+k owners on Steam, with a spike this week from the sales.

    • Like! 1
  4. We also have more footage for Two Handed Axe Combos as well as special attacks for weapons. Those will consume Rage (and refill Umbra), with various effects and synergies. The Dual Daggers Rend will make all enemies around bleed for a small amount of damage, but each strike form the combo will increase the bleed damage significantly.

    The Two Handed Sword Charged attack will strike enemies in a straight line for massive amounts of damage that increases with each enemy pierced. Make sure to impale as many enemies as you can ! The Two Handed Axe Charged attack strikes in an arc in front of the players, hitting all foes caught in the blast.

    The damage and range of charged attacks will vary depending on how much you charged it. Release the button too soon and it will be cancelled, too late and you won’t do maximum damage. Timing will be of the essence !

    The version you are seeing right now isn’t finalized. The final one will have particle effect to make it awesome and help you see the charge levels.

    giphy.gif

     

    Finally, we revamped the camera system. The new version is much smoother, while remaining highly customizable.

    By default the camera now has a smoothing effect that always the players to veer off center, allowing you to see more of the world. There’s a slider to control the amount of sway, and a dissociated camera option to always have the player on the center of the screen. Raise the slider and uncheck the dissociated camera option to return to a traditional camera style (but still smoother than it was before), or put the slider to the minimum for a super-immersive and cool looking console-style camera. The choice is yours !

  5. New melee skills/combos and resource system for v0.2 in action
    Looks pretty cool and dynamic - built in "cleave Area of Effect" for melee

    https://www.twitch.tv/book_of_joshua/v/67801810

    and

     

    Weapon Based Combos

    We really wanted combat in Wolcen to feel visceral and satisfying, and weapons to represent more than just a bunch of statistics.
    Now your basic weapon attack (left click) will be replaced with a combo skill depending on the type of weapon equipped. Each combo is different and features unique animations, ranges and cleave angles, as well as special effects like a chance to stun.
    Experienced players will be able to take advantage of mid-combo bonuses by timing their strikes, and more casual players will get to enjoy awesome animations.

    This is the very first iteration of this system, for this reason there might be a few minor issues, but we really want to hear your feedback on this. The next versions will add a special move assigned to right click (like a charged attack or a guard if you have a shield equipped), and an auto-dash feature, allowing you to close-in on the enemy with a fast attack.


    R.O.S
    Our second big feature is one we call “Resource Opposition System”.
    Early during development it became clear to the team that resource management was an issue in the game. Being classless, it featured three different resource pools: Mana, Rage and Stamina.
    Players were able to empty one of those resources, and they would still have enough to cast powerful spells with the other, and then still have enough for defensive spells that used Stamina.
    Our solution was a system we affectionally dubbed “Le Sablier”
    Le Sablier was an hourglass-shaped resource gauge that could rotate on itself. It featured a single resource pool that changed type between mana and rage depending on which side of the hourglass it was in.
    Mana flowed into Rage when it was up, and Rage slowly dripped into Mana. This system would in theory solve many issues of the old one and would add a lot of depth to the gameplay.

    In the first iteration of this system you could shift the hourglass-vial whenever you wanted to, but it was too confusing to do that in the middle of combat. We then switched to an automatic system.
    Because this system imposed a strict rule that resources had to transfer from the top section to the bottom one, the hourglass had to shift every-time a resource was spent.
    This had the unfortunate side effect of slowing the gameplay down, so we made the difficult choice of cancelling this system.

    We then developed a system not so different using simpler gauges, that allowed for resources to transfer quickly both-ways. Stamina was streamlined into points, and rolling uses one stamina point. It also was the perfect opportunity to finally rename Mana into Umbra, the magical energy of the game.

    With this new system called Resource Opposition System, both Umbra and Rage will be useful, whether you play as a mage, warrior or a hybrid type of character. Because each resource fills the other in some way, every spell in the game can be useful no matter what your play style.
    New passives will allow warriors to transfer Umbra into rage when hit, or delay the time before Rage starts to fill Umbra. Mages will be able to accelerate the rate at which Rage gets transferred into Umbra.
    There is only one resource pool, and players will have to manage how it is spread across Umbra and Rage.

  6. They changed mana to umbra, and the resource system

    With this new system called Resource Opposition System, both Umbra and Rage will be useful, whether you play as a mage, warrior or a hybrid type of character. Because each resource fills the other in some way, every spell in the game can be useful no matter what your play style.
    New passives will allow warriors to transfer Umbra into rage when hit, or delay the time before Rage starts to fill Umbra. Mages will be able to accelerate the rate at which Rage gets transferred into Umbra.
    There is only one resource pool, and players will have to manage how it is spread across Umbra and Rage.



    wqtfunk.jpg
  7. Take a look at some gameplay footage of the per-weapon combo styles, with new work-in-progress animations. And these are just the basic combos, each combination weapon will have a special move that we haven’t shown yet. These can be a charged attack for the heavy hammer, or the ability to block incoming blows with your shield. As you’ll see we’re introducing Dual Daggers and their unique play style for the first time !

    This week also marked the introduction of a new kind of particle effects for magical effects on weapons. Elemental effects and passive bonuses are now shown on your weapons and your hands with much better looking effects than before, as you can see :

     

    • Like! 1
  8. Alpha update

     

    For today, we are bringing a lot of new stuff, including a whole new dodge system in the game and 13 new skills as well!
    Here is the changelog, and a small video update.

    New: (Game changing) Dodge system: Press the space bar to perform a quick escape move. It costs 5 stamina points, available per default.
    New: 13 new Skills

    • Like! 1
  9. The title is good.. is there any trailers available? I went to youtube and couldn't find any

     

    :)

     

    gogo

    How hard is it to just load up the page? :)

    There isn't any animation, it s a very basic text based idle/incremental game

     

     

    If you want more stuff - Here is a party based Idle ARPG that has top down view action

    You start with one character, but then can get 3 more, with different classes

    Idle Sword

    http://www.kongregate.com/games/laFunk/idle-sword

     

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