The biting wind has already howled, and the carnival on the floating island has continued for several days.
While everyone is reveling, the December devlog is here as scheduled, and we hope the content will not disappoint you.
Development content that can be revealed this time (actual gameplay):
[olist]
1: Image of Kaku
For the current Kaku, the running action of running on all fours like a savage is no longer applicable, and the previous character movement is considered by some players to be 'simple and crude' and lacks transition. We made a ‘starting’ animation for the new Kaku, and now his movements will be more vivid. At the same time, the emergency stop braking action has been redone to make it perform more reasonably.
As an adventure exploration game with a huge map, the map exploration experience is undoubtedly very important. We believe that the optimized movement feedback will be refreshing for everyone.
- The standby state display of the new Kaku.
- Comparison of running movements between old and new Kaku. (Above picture: New Kaku ; Below picture: Old Kaku)
2: World of Underground Ruins
Saga opened up a small world in the chaos, made some small mechanisms and trials in it, and hid part of his power and treasures in it. In order to prevent the divine power in the small world from dissipating, Saga set up a barrier so that the small world could swallow all light and be invisible to ordinary people. It was shaped like a sphere. Only the power of the ether can awaken the little world from its slumber and set it in motion.
Saga used the power of the four elements when creating the world of ruins. The four elemental ruin plates serve as supporting points surrounding the center, and each plate is designed according to the characteristics of the element. Models and atmosphere are still a work in progress.
We have remade the entrances to small ruins, added a new kind of key to open them, and made new interactions and performances. Now, keys are required to open all ruins, and the number of keys required corresponds to the difficulty star level.
3: Ruins gameplay
In order to enrich the gameplay of the ruins, we have given pellets more functions. Thunder pellets can paralyze some mechanisms, poison pellets can dissolve non-interactive mechanisms, and fire pellets can burn vines.
We are happy to tell you that in order to give you more possibilities when exploring, Piggy will have new abilities such as helping Kaku walk on water and super jump. We will give you a more detailed introduction after the function is completed.
The birth of battle ruins is because many players hope to pass the level through force. This is also our deepening of the ruins gameplay. In advanced battle ruins, random buffs will be generated on the road to rewards. The differences between the battle ruins of each element are waiting for you to discover on your own.
4: Brand new ability tree
Whether players choose pure melee combat, rely more on pure long-range combat, or prefer to rely on operations and timing to win, the new ability branch can satisfy you all. It greatly expands the possible ways of fighting. The strengthening of branches does not require the consumption of Ability Sacred Stones, and the points can be reset for free. We combine the characteristics and abilities of some bosses. After defeating the boss, players will unlock more powerful branches.
The combat characteristics of using main-hand weapons are still fast and multi-stage, and the strengthening direction is more towards pure output. Because some players feel that the operation of ability release is too cumbersome and want the battle to be smoother, we have designed strengthening directions such as [Infinite Dimension Slash] and [Infinite Severance](names to be determined), abilities with multiple operations will have higher damage.
- Comparison of the two strengthening directions of [Infinite Severance].
(Above picture: Infinite Severance; Below picture: Sword Energy of Severance)
- Comparison of the two strengthening directions of [Infinite Dimension Slash]. (Above picture: Dimension Slash adsorption; Below picture: Infinite Dimension Slash)
Arm shield combat has two directions, precision guard and perfect dodge, which rely more on operation and timing, and the acclaimed spiral strike. We optimized the feedback when using precision guard and increased the benefits. And a perfect dodge will enter bullet time, or release Dimension Slash immediately. As for the spiral strike, we have also simplified the operation and provided a branch to make it rotate more violently.
- Comparison of the two strengthening directions of precision guard.
(Above picture: Precision Guard Shield; Below picture: Precision Guard Projectile)
- Comparison of the two strengthening directions of perfect dodge. (Above picture: Dodge Dimension Slash; Below picture: Dodge Diff-Dimension)
5: Slingshot system
We have given the genre of long-range combat more mobility and variety, and made the movements of long-range combat look less rigid. You no longer have to worry about being surrounded by monsters when using your slingshot! Faced with swarming enemies, pellets rain is also a good choice. But in order to avoid the battle being too repetitive and simple, we didn’t give it too many branches that increase damage.
Players who like long-range combat will now need to think more when using elemental pellets. We have strengthened the styles and characteristics of the three elemental pellets, and their growth paths are completely different.
Thunder Pellets focuses more on paralyzing and controlling the enemy. As the level increases, Thunder Pellets' armor penetration will also become higher; Poison Pellets have continuous proportional damage, which is more suitable for elite monsters and boss battles; and Fire Pellets' continuous explosions and high damage have more wide range of uses. It is more important to use 3 types of pellets flexibly and switch between different pellets according to the timing during battle.
6: Remake of tutorial chapter scenes
We built the tutorial chapter scene based on the concept art. Although the actual scenes cannot be said to be exactly the same, they are almost similar.
- Actual scene of four element land landmarks.
- Actual scene of the atmosphere art in the tutorial chapter.
- Actual gameplay in the tutorial chapter.
7: Land exploration gameplay
We hope that these weird interactive objects can bring new experiences to everyone’s exploration.
- Exploding flowers. It can break through thick stone doors and reveal the hidden space behind them. Its range-type damage is a weapon when facing a group of monsters. And its renewable characteristics can also save pellets.
- Claw of Baruch. It pollutes water sources, blocks roads, and is number one on adventurers' hate lists. Only elemental pellets can destroy it.
- Honeycomb. Once it is attacked, the swarm will carry out sweeping attacks indiscriminately.
- Poisonous mushrooms. When its inner bladder ruptures, poisonous mist will spread out, and even wild animals are afraid of its toxicity. However, all things interact with each other, and it is said that there is a strange flower that can dissolve the poisonous mist.
- Grimace tree. Some people say they are alive, and you can always hear whispers in the trees at night. This needs to be verified, but it is an indisputable fact that they swallowed a lot of treasures.
8: Atmosphere iteration
While producing new content, we are also constantly iterating on the original scenes and atmosphere. This time, a reporter went deep into the rainforest and took the scenery in the water element land [Misty Swamps] at the risk of getting lost.
- Modification of the water element atmosphere.
- Actual gameplay of water element atmosphere modification.