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Full Vel Seraph: Seed One update
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Repeated intro
Hey all! Jon here with your March update! March was a massive month under the hood for Vel Seraph: Seed One. While a good chunk of time was spent doing unglamorous backend work, the payoff has been huge. The sheer volume of animations, UI upgrades, and system overhauls added this month is staggering. Here is a breakdown of what was accomplished. The tactical depth just went up a notch. Enemies now have the ability to boost the damage of their skills, just like the player. Imported and hooked up over 300+ new animations and sound effects across the month. This includes completely custom visuals for Surge, Harmonic Collapse, Neural Choir, Sepsis Bloom, Detox, Neural Detonate, Crimson Dance, Viper Assault, and many more. The bus fast travel system got a massive upgrade. It now features a fully clickable map UI (which looks fantastic) and a radio for the bus scene. Did a lot of detailed color-coding and UI work on the Shards and Passives screens, tweaking mastery bar colors and border hex codes to make the menus pop. Character sheets are also in progress for most of the party. Added custom flavor text to save files to give your save slots a bit more personality. Implemented comprehensive loot tables for all enemies and chests. Chests also received updated animations, better sound effects, and randomized loot chances. Started implementing Kade’s join dialogue, his custom skills, and his armor set. Added companion skills for applicable party members. Wrote new randomized battle dialogue for enemy troops. I originally aimed to release the next demo this month, but it needs more polish to truly match my vision. Going forward, I’m holding off on release estimates until I'm 100% certain. Please know I'm working hard to deliver something special, and I appreciate your patience. Thanks for the support, and see you next time!
What changed
- UI and audio
Vel Seraph: Seed One changes
Source
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