Ahoy captains! It's Skipper Alex here with an update on what we have been working on. We have made a lot of progress on the mini road map we posted back in December.
In this update3
Full notes
Full Sea Of Rifts update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions1 change0 removals
Maps
Gameplay
UI and audio
addedAhoy captains! It's Skipper Alex here with an update on what we have been working on. We have made a lot of progress on the mini road map we posted back in December. As game dev goes I ended up having to do a couple of iterations on the new aiming mechanics but it's shaping up nicely.
addedMore mouse friendly camera controls and aimingWhen using mouse you can now tilt the camera and the aim up and down while scroll let's you zoom. If your aim intersects with something you get an indicator showing you where it is.
addedWeapon Groups - And new weaponsWeapons are now placed into groups. This allows you to save powerful weapons for a specific enemy or group weapons together for combo effects. This will also allow us to add more crazy weapons that you don't want to fire all the time.
changedWeapon Groups - And new weaponsHere's the UI for it in the journal:
addedWeapon Groups - And new weaponsWe have also been busy with new weapons to enhance the arsenal you have available in the game and they are shaping up nicely but that will be something for another update. Safe winds out there!
Sea Of Rifts changes
addedAhoy captains! It's Skipper Alex here with an update on what we have been working on. We have made a lot of progress on the mini road map we posted back in December. As game dev goes I ended up having to do a couple of iterations on the new aiming mechanics but it's shaping up nicely.
addedWhen using mouse you can now tilt the camera and the aim up and down while scroll let's you zoom. If your aim intersects with something you get an indicator showing you where it is.
addedWeapons are now placed into groups. This allows you to save powerful weapons for a specific enemy or group weapons together for combo effects. This will also allow us to add more crazy weapons that you don't want to fire all the time.
changedHere's the UI for it in the journal:
addedWe have also been busy with new weapons to enhance the arsenal you have available in the game and they are shaping up nicely but that will be something for another update. Safe winds out there!
Ahoy captains! It's Skipper Alex here with an update on what we have been working on. We have made a lot of progress on the mini road map we posted back in December. As game dev goes I ended up having to do a couple of iterations on the new aiming mechanics but it's shaping up nicely.
More mouse friendly camera controls and aiming
When using mouse you can now tilt the camera and the aim up and down while scroll let's you zoom. If your aim intersects with something you get an indicator showing you where it is.
For controller it works similarly but tilting the camera also controls zoom.
Target Lock Mechanic 2.0
The target lock mechanic now supports locking onto the nearest target if none is hovered. When the locked target is destroyed the target lock also jump onto the next closest target.
Weapon Groups - And new weapons
Weapons are now placed into groups. This allows you to save powerful weapons for a specific enemy or group weapons together for combo effects. This will also allow us to add more crazy weapons that you don't want to fire all the time.
Here's the UI for it in the journal:
We have also been busy with new weapons to enhance the arsenal you have available in the game and they are shaping up nicely but that will be something for another update. Safe winds out there!