![]() Movement and footwork are the foundation of the entire combat and probably the single thing we've iterated the most on. We will continue to improve the game after full release, but it's good to check some of those boxes. The major content goals for the game are now few however, and our road map to 1.0 includes a whole lot of gameplay and quality of life additions, many of which we've now covered here. With the game being in uncharted territory it's hard to imagine a time when it won't seem like things should or could be improved, and constant community feedback and requests ensure our to-do list is always growing. We've been through a lot of major development hurdles, making our own engine, tools and complex unique game systems, exploring with players the implications of these fundamentally different approaches and how we can make the most of them. These are transformative changes and we're excited for what it brings to the combat and what it allows us to do going forward as we finalise more skills, itemisation and gameplay features. The combat is faster, more responsive, more solid and realistic, many lingering quirks have been properly addressed. The highlight of this update is the most major changes to combat yet, as well as some smaller, but still very important ones. Our next update is entirely story focused, so we wanted to wrap all this other stuff up and get these very important changes out now. There's also some nice late content additions for arena. Since our last update we've made some major improvements to core gameplay systems and many incremental changes and additions based on feedback and our own goals.
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