For your viewing pleasure, should you choose to click on it, the progress for the last two months in video format. Dun dun dun! https://youtu.be/f5X0lJV3H18?
Full notes
Full Age of the Deep update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions2 changes0 removals
Gameplay
UI and audio
Balance
addedhttps://youtu.be/f5X0lJV3H18?si=PSaPGoD3z4mnfYxG TLDW; I put together a solid foundation for the 3 class abilities for both the mage and the warrior. I need vfx and maybe some new animations, but all the hard work for the way everything works is done.
addedI went ahead and added the ability descriptions to the skill tree panel so you can see the weapon damage output of each skill and read the tooltip for what to expect from them.
addedDoing so involved adding so many new variables to the hover system that I was able to revisit the skill tree and create passive conditional skills, as well as being able to modify the abilities any way I can think of. It's turned into a pretty robust system.
addedOnce that was out of the way we turned to the inventory page update! This involved replacing all the placeholder artwork with custom images from the artist. It was fun coming up with both the stat icons and the new icons for the inventory items. The weapon icons are also dependent on the character class you play as. Just had to get that little detail in there.
changedThe artist also got a lot of really cool portrait artwork done. Look how pretty Vae came out! We have tons of these. So once we come around to the dialogue system update all that artwork will look closer to this quality.
changedMarch was a little slower since I had to much going on at the day job. My time was limited from working too many long hours and all I got done in March was further refinements to the abilities by letting them apply debuffs to struck enemies. Currently I have a debuff for slowing movement speed. That all works and applies some minor vfx as feedback.
Age of the Deep changes
addedhttps://youtu.be/f5X0lJV3H18?si=PSaPGoD3z4mnfYxG TLDW; I put together a solid foundation for the 3 class abilities for both the mage and the warrior. I need vfx and maybe some new animations, but all the hard work for the way everything works is done.
addedI went ahead and added the ability descriptions to the skill tree panel so you can see the weapon damage output of each skill and read the tooltip for what to expect from them.
addedDoing so involved adding so many new variables to the hover system that I was able to revisit the skill tree and create passive conditional skills, as well as being able to modify the abilities any way I can think of. It's turned into a pretty robust system.
addedOnce that was out of the way we turned to the inventory page update! This involved replacing all the placeholder artwork with custom images from the artist. It was fun coming up with both the stat icons and the new icons for the inventory items. The weapon icons are also dependent on the character class you play as. Just had to get that little detail in there.
changedThe artist also got a lot of really cool portrait artwork done. Look how pretty Vae came out! We have tons of these. So once we come around to the dialogue system update all that artwork will look closer to this quality.
For your viewing pleasure, should you choose to click on it, the progress for the last two months in video format. Dun dun dun!
https://youtu.be/f5X0lJV3H18?si=PSaPGoD3z4mnfYxG TLDW; I put together a solid foundation for the 3 class abilities for both the mage and the warrior. I need vfx and maybe some new animations, but all the hard work for the way everything works is done.
I went ahead and added the ability descriptions to the skill tree panel so you can see the weapon damage output of each skill and read the tooltip for what to expect from them.
Doing so involved adding so many new variables to the hover system that I was able to revisit the skill tree and create passive conditional skills, as well as being able to modify the abilities any way I can think of. It's turned into a pretty robust system.
Once that was out of the way we turned to the inventory page update! This involved replacing all the placeholder artwork with custom images from the artist. It was fun coming up with both the stat icons and the new icons for the inventory items. The weapon icons are also dependent on the character class you play as. Just had to get that little detail in there.
The artist also got a lot of really cool portrait artwork done. Look how pretty Vae came out! We have tons of these. So once we come around to the dialogue system update all that artwork will look closer to this quality.
March was a little slower since I had to much going on at the day job. My time was limited from working too many long hours and all I got done in March was further refinements to the abilities by letting them apply debuffs to struck enemies. Currently I have a debuff for slowing movement speed. That all works and applies some minor vfx as feedback.
TLDR; We made a lot of really cool stuff and we are in full swing with the RPG mechanics!
Thank you all for waiting patiently while we work! I know it takes a while, but we really are a small team of indie developers giving it our all and your support means so much to us.