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Steam News20 November 20232y ago

DEVBLOG 007 — Gravity Royale VR Game— Biweekly progress

Hello everyone, I’m Lucas. Just finished a week of development and now it’s time for a happy weekend. Let me take a sip of coffee and chat with you about what we’ve been up to in the past two weeks.

Full notes

Full Z-Grav: Clash update

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Repeated intro

Hello everyone, I’m Lucas. Just finished a week of development and now it’s time for a happy weekend. Let me take a sip of coffee and chat with you about what we’ve been up to in the past two weeks.

What changed

0 fixes0 additions3 changes1 removal
  • Gameplay
  • Performance
  • Maps
  • UI and audio
changedThe concept art design for the melee weapon is nearing completion. We’ve designed a transforming knife that elongates when held with both hands, emitting a dazzling light to intimidate enemies XD. At the same time, the second handgun has also completed its concept art design. We have two efficient and talented weapon concept artists producing at a crazy pace, drawing so fast that they leave afterimages.
changedThe idea of throwable items has entered the optimization phase. Interestingly, due to an unexpected twist, all items — weapons, healing items, ammo boxes, and anything throwable — had their damage set to 1 point by the game designers XD. So, in the testing of the bi-weekly version, we had a “throwing battle,” and in the end, everyone was tired but no one was eliminated.
removedAs for the level design, there’s some great news — our buildings in Float City are finally getting doors! The residents of Float City no longer need to keep their doors unlocked at night. The door creation has entered the model production stage, and we look forward to unveiling it in the next version’s test. Apart from doors, the creation of airdrop crates is also nearing completion. The airdrop crate has a very interesting interactive feature; we are gonna keep this secret and surprise everyone in the next version’s test.
changedIn terms of UI and interaction design, this week’s development has been progressing steadily, with the iteration of the mini-map and the weapon attachment interface being the more significant updates in these two weeks.

Z-Grav: Clash changes

changedThe concept art design for the melee weapon is nearing completion. We’ve designed a transforming knife that elongates when held with both hands, emitting a dazzling light to intimidate enemies XD. At the same time, the second handgun has also completed its concept art design. We have two efficient and talented weapon concept artists producing at a crazy pace, drawing so fast that they leave afterimages.
changedThe idea of throwable items has entered the optimization phase. Interestingly, due to an unexpected twist, all items — weapons, healing items, ammo boxes, and anything throwable — had their damage set to 1 point by the game designers XD. So, in the testing of the bi-weekly version, we had a “throwing battle,” and in the end, everyone was tired but no one was eliminated.
removedAs for the level design, there’s some great news — our buildings in Float City are finally getting doors! The residents of Float City no longer need to keep their doors unlocked at night. The door creation has entered the model production stage, and we look forward to unveiling it in the next version’s test. Apart from doors, the creation of airdrop crates is also nearing completion. The airdrop crate has a very interesting interactive feature; we are gonna keep this secret and surprise everyone in the next version’s test.
changedIn terms of UI and interaction design, this week’s development has been progressing steadily, with the iteration of the mini-map and the weapon attachment interface being the more significant updates in these two weeks.

The concept art design for the melee weapon is nearing completion. We’ve designed a transforming knife that elongates when held with both hands, emitting a dazzling light to intimidate enemies XD. At the same time, the second handgun has also completed its concept art design. We have two efficient and talented weapon concept artists producing at a crazy pace, drawing so fast that they leave afterimages.

The idea of throwable items has entered the optimization phase. Interestingly, due to an unexpected twist, all items — weapons, healing items, ammo boxes, and anything throwable — had their damage set to 1 point by the game designers XD. So, in the testing of the bi-weekly version, we had a “throwing battle,” and in the end, everyone was tired but no one was eliminated.

As for the level design, there’s some great news — our buildings in Float City are finally getting doors! The residents of Float City no longer need to keep their doors unlocked at night. The door creation has entered the model production stage, and we look forward to unveiling it in the next version’s test. Apart from doors, the creation of airdrop crates is also nearing completion. The airdrop crate has a very interesting interactive feature; we are gonna keep this secret and surprise everyone in the next version’s test.

Concerning Float City, we are planning to renovate and transform an area you’ve already seen, making it more exciting. Can you guess which area it is?

In terms of UI and interaction design, this week’s development has been progressing steadily, with the iteration of the mini-map and the weapon attachment interface being the more significant updates in these two weeks.

Outside the game world, an exciting feature is about to enter the testing phase — friends teaming up! It’s always more fun to play together, so invite your friends, put on your VR devices, and fight side by side in Gravity Royale!

That’s it for the bi-weekly update. Good morning, afternoon, and night, everyone!

Source

Steam News / 20 November 2023

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