This is the overview on one of the maps which we will begin testing with over Steam. This one will be a capture zone gamemode set over three different areas. The three rooftops that are connected will have one capture zone each. As of right now, the showcase is simply viewed in white.
This period, we've been focusing heavily on gameplay, and one thing we're super excited to showcase is the implementation of bonus combos. It means, after hitting several consecutive attacks without being hit, the player will get a BONUS COMBO status which enables the next hit to deal double damage.
In this devblog, we talk about our current progress with the Steam integration and one gameplay experiment, damage knockback experiments.
In this devblog, we discuss attending Sweden Game Conference to view the political disucssion as to the role of game development in activism and politics. How much should we engage in politics and let express through our games? Should the games be politically inspired or a neutral haven?
In the eight blog post, we're discussing our gamemodes for release.
This weeks blog discusses HP & damage balancing issues. How much damage is balanced? Is 2-shotting okay? Should players run slower when injured?
In this devblog, we're discussing our split screen plans.
In our fifth blog, we're discussing the level setting & showcasing one portion of a map.
Discussing our design philosophy regarding maps and map design.
Discussing our design philosophy with the swords.