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Steam News10 May 20179y ago

Dev Update: UI, Movement, Skill Menu and more

We were exhibiting Edge of Atlantis at Consumer Virtual Reality (CVR 2017) Conference from May 5 - 7 and we were so glad to see hundreds of people having so much fun playing our demo build for Edge of Atlantis.

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Full Edge of Atlantis update

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  • UI and audio
addedWe were exhibiting Edge of Atlantis at Consumer Virtual Reality (CVR 2017) Conference from May 5 - 7 and we were so glad to see hundreds of people having so much fun playing our demo build for Edge of Atlantis. Our demo time spots were overbooked since Day 1 of the EXPO. We got overwhelmingly positive feedback about the combat system, the design of magical spells and weapons, visual effect and setting. Many industry veterans also came by to support us and contributed ideas about how we can further improve our movement system and UI. Also many thanks to our Kickstarter backers for your great input and feedback. Here are the dev updates we have done so far this week: (1) Movement: We updated our movement system to support touchpad motion control and made teleportation available all the time to give users smoother controls. We’re still limiting the teleportation distance to keep character movement an engaging process. We still keep the “step by step movement” (grip buttons) as an additional option as well. (2) Inventory Interaction Design: One of our backers’ daughter came to us with a great inventory interaction design making switching weapons, picking up items, and saving it to your inventory better streamlined. Now, you can simply point and click on the item you’d like to switch to/pick up, and the item you were carrying will be automatically dropped off to the four quick switch slots in front of you. When the quick slots are full, the dropped items will be added to your package. (3) We developed a better skill menu. (4) Main UI: We also moved the main UI to a lower position, so it wouldn’t get in the way while you are fighting with enemies. (5) Haptic feedback: We also added haptic feedback of the controllers in combat. For example, when you hit/block something with your weapon or shield, you will feel a slight vibration in your hand. Things we're working on: (1) Design new icons for the skills. (2) Adding more monster variety with different strength and weaknesses. For example, the lizard is now immune to the poison condition, and Slimes no longer bleed or get stunned. Our Kickstarter Campaign only has one week left. https://www.kickstarter.com/projects/1403817907/edge-of-atlantis-vr-fantasy-roguelike-action-rpg-g We need your support to make the game better! For those of our backers who'd like to test the demo but haven't got a steam key, please shoot us a message on Kickstarter. If you're a member of the press, a blogger, a Youtuber, or a Twitch Steamer, and would like to receive a demo for review, please email us at infobox@creality.io. Thanks again for everyone’s feedback, contribution, and support! Sincerely, Creality Team

Edge of Atlantis changes

addedWe were exhibiting Edge of Atlantis at Consumer Virtual Reality (CVR 2017) Conference from May 5 - 7 and we were so glad to see hundreds of people having so much fun playing our demo build for Edge of Atlantis. Our demo time spots were overbooked since Day 1 of the EXPO. We got overwhelmingly positive feedback about the combat system, the design of magical spells and weapons, visual effect and setting. Many industry veterans also came by to support us and contributed ideas about how we can further improve our movement system and UI. Also many thanks to our Kickstarter backers for your great input and feedback. Here are the dev updates we have done so far this week: (1) Movement: We updated our movement system to support touchpad motion control and made teleportation available all the time to give users smoother controls. We’re still limiting the teleportation distance to keep character movement an engaging process. We still keep the “step by step movement” (grip buttons) as an additional option as well. (2) Inventory Interaction Design: One of our backers’ daughter came to us with a great inventory interaction design making switching weapons, picking up items, and saving it to your inventory better streamlined. Now, you can simply point and click on the item you’d like to switch to/pick up, and the item you were carrying will be automatically dropped off to the four quick switch slots in front of you. When the quick slots are full, the dropped items will be added to your package. (3) We developed a better skill menu. (4) Main UI: We also moved the main UI to a lower position, so it wouldn’t get in the way while you are fighting with enemies. (5) Haptic feedback: We also added haptic feedback of the controllers in combat. For example, when you hit/block something with your weapon or shield, you will feel a slight vibration in your hand. Things we're working on: (1) Design new icons for the skills. (2) Adding more monster variety with different strength and weaknesses. For example, the lizard is now immune to the poison condition, and Slimes no longer bleed or get stunned. Our Kickstarter Campaign only has one week left. https://www.kickstarter.com/projects/1403817907/edge-of-atlantis-vr-fantasy-roguelike-action-rpg-g We need your support to make the game better! For those of our backers who'd like to test the demo but haven't got a steam key, please shoot us a message on Kickstarter. If you're a member of the press, a blogger, a Youtuber, or a Twitch Steamer, and would like to receive a demo for review, please email us at infobox@creality.io. Thanks again for everyone’s feedback, contribution, and support! Sincerely, Creality Team

We were exhibiting Edge of Atlantis at Consumer Virtual Reality (CVR 2017) Conference from May 5 - 7 and we were so glad to see hundreds of people having so much fun playing our demo build for Edge of Atlantis. Our demo time spots were overbooked since Day 1 of the EXPO. We got overwhelmingly positive feedback about the combat system, the design of magical spells and weapons, visual effect and setting. Many industry veterans also came by to support us and contributed ideas about how we can further improve our movement system and UI. Also many thanks to our Kickstarter backers for your great input and feedback. Here are the dev updates we have done so far this week: (1) Movement: We updated our movement system to support touchpad motion control and made teleportation available all the time to give users smoother controls. We’re still limiting the teleportation distance to keep character movement an engaging process. We still keep the “step by step movement” (grip buttons) as an additional option as well. (2) Inventory Interaction Design: One of our backers’ daughter came to us with a great inventory interaction design making switching weapons, picking up items, and saving it to your inventory better streamlined. Now, you can simply point and click on the item you’d like to switch to/pick up, and the item you were carrying will be automatically dropped off to the four quick switch slots in front of you. When the quick slots are full, the dropped items will be added to your package. (3) We developed a better skill menu. (4) Main UI: We also moved the main UI to a lower position, so it wouldn’t get in the way while you are fighting with enemies. (5) Haptic feedback: We also added haptic feedback of the controllers in combat. For example, when you hit/block something with your weapon or shield, you will feel a slight vibration in your hand. Things we're working on: (1) Design new icons for the skills. (2) Adding more monster variety with different strength and weaknesses. For example, the lizard is now immune to the poison condition, and Slimes no longer bleed or get stunned. Our Kickstarter Campaign only has one week left. https://www.kickstarter.com/projects/1403817907/edge-of-atlantis-vr-fantasy-roguelike-action-rpg-g We need your support to make the game better! For those of our backers who'd like to test the demo but haven't got a steam key, please shoot us a message on Kickstarter. If you're a member of the press, a blogger, a Youtuber, or a Twitch Steamer, and would like to receive a demo for review, please email us at infobox@creality.io. Thanks again for everyone’s feedback, contribution, and support! Sincerely, Creality Team

Source

Steam News / 10 May 2017

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