Ending phase 1 of development! (PvP skeleton)
Hello! issa me
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Just took a fat dab so let's play remember how to summarize development phase 1!
PvP Skeleton
I wanted the game to function entirely as a sandbox with all the weapons & spells balanced to my liking. After the first PvP network tests I was able to gather enough data and sit on it a while, coming up with ways to make the game better. So since I feel I'm nearing the conclusion of "phase 1" I want to detail some of the improvements made along the way, as well as other interesting news!
Upgrade vomit
Here I'll just quickly list some improvements that don't need further explaining
- Upgrade to DX11 improved graphics & runtime
- Lacewing update & multithreading improved netcode
- Improved player hit detection responsiveness
- Lighting FX layer (3D player shadows coming soon)
- Apeskull mace reworked (might be scary now)
- Suncrest Halberd reworked
- Omin Scythe reworked
- Leafblade reworked (have mercy)
- Crystal sword R1 reworked (probably a beast)
- Other performance updates & improvements
- Status FX with different levels
Need for 1 last PvP Network Test
So with these new changes being so drastic in terms of how weapons connect with other players, I need to make sure things are in a good state before declaring phase 1 complete. My intuition tells me it will probably play similarly, but more responsive... but I could be overlooking the simplest thing that completely breaks this idea. Also some weapons have changed significantly & I need to have a competitive session to see what the new balance looks like.
What comes after Phase 1's completion?
So... once I get everything squared away for the final network test & the balance looks good, I can then use my lovely PvP sandbox as a base to design more levels, enemies, bosses & apply planned mechanics. Each "level" or area can host 10 players and the levels will snap together, having a seemless winding route connecting all areas of the world. I've got a lot of weird stuff planned!
The Secrets
Obviously, this game has mysteries. Players will never find certain secret areas, some bosses may go undiscovered, some NPCs may only show up on October 4th at 630pm EST. There will never be a strategy guide either, so you're entirely on your own. I'm hoping this instills a sense of wonder and drive to explore rarely found in modern games. That you might be the first, maybe the only to ever solve some of it's mysteries. If that's your destiny I'll encourage you now to keep those secrets :3
Can't wait to show you more!
-tom <3
Secrets of Ailzylia
16-bit souls-like PVP & PVE combat, adventure, & more!
Status | In development |
Author | TommyofAstora |
Genre | Adventure |
Tags | 16-bit, Dungeon Crawler, Multiplayer, PvP, Souls-like |
More posts
- Updates and 2025 roadmap64 days ago
- Risk system - big updateMar 18, 2024
- Big updatesFeb 25, 2024
- Development update 2024Feb 17, 2024
- Deflecting spells in PvEMar 26, 2023
- Dungeon Demo goes publicMar 14, 2023
- Combat itemsFeb 26, 2023
- Enigmas & SquishesFeb 16, 2023
- 3x3 Loadout systemFeb 16, 2023
- PrinciplesFeb 13, 2023
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