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Stage 3: Azaria in development

It's been a while since we showed something to the public. The truth is that we have been working hard in a title that will bring to life the story of the Stage 3 universe by introducing you to a new character of the series!

There is so much to be done, but we want to share with you some early screenshots of our new VR title in development. More details coming up soon.

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Stage 3 - Weekly update 4

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Stage 3 - Weekly update 4

Weekly update 4 is out! There aren't big changes but it is significantly getting better little by little.

Programming

  • Improvements on the level hub.
  • Boss room layout finished.
  • Boos Room now spawns itself, the boss and the player correctly.
  • Added new type of enemy Swordsman.
  • Added parry reaction of melee enemies.
  • Implemented Item stacking inside the Inventory.
  • Modified Inventory User Interface to match the inventory size.
  • You can now obtain stacked Consumables from random loot boxes.

Visual arts

  • Added Return Portal visual effects.
  • Added Insanity mode visual style.
  • Added Hit visual effects.
  • Toned down bloom in some particles.
  • Ambient particles are now added to the environment.
  • Added a better visual representation when you open a chest.
  • Added knockback animations.
  • Added death animations for elemental attacks.

That's it for this week! Thanks for passing by, if you have any questions about development don't hesitate to post them below!

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Stage 3 - Weekly update 3

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Stage 3 - Weekly update 3

Hey everyone we have come up with some pretty cool updates this week. You can now change combat stances and see the changes in a more visual way! Also a new map has been added where you will do the majority of the upgrades of your characters and select the level you want to enter.

Programming

  • Added camera shake, hit particles and force feedback when hit by an attack.
  • You are now able to enter the Hub map and use the portals to enter and exit different levels.
  • Added hero death animations that activate depending on the position where he was hit.
  • Target system improvements, attacking an enemy will activate lock on automatically.
  • Added new Main Menu screen.
  • Main Menu and Title screen now work with Gamepad controller.
  • Added Healing room.
  • Player's damage is now shown in the HUD.
  • Implemented Quick Slots functionality.
  • Migrated Inventory and Items classes to C++
  • You can now use Grid Inventory.

 

Visual Arts

  • Added extra animations to death states.
  • Added transitions to animate three combat stances.
  • You can now see different effects for each combat stance.
  • Added hit VFX when attacking an enemy.
  • Improved brightness in some Particle Systems.

That's all for this week! Hope you like the new updates, until next time!

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Stage 3 - Weekly update 2

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Stage 3 - Weekly update 2

This week has come with very important updates on gameplay and combat system. You are now able to switch between 3 combat stances and create your own combos!

Programming

  • The Damage that the player does to the enemies depends on the weapon and the type of animation.
  • Fixed movement behavior while attacking.
  • Now you are able to change between 3 Combat Stances.
  • You can now find chests and find new items inside them.
  • User Interface now detects if you are using a Keyboard and mouse or a Gamepad Controller and changes the UI accordingly.
  • Added random loot spawner.

Visual Arts

  • Added Item Pickup special effects.
  • Added Portal Gate that will allow you to return to your base.
  • Finished in-game versions of upcoming weapons for "Common" type.
  • Added three different types of chests.
  • Added UI mockup for the summary of the last round.
  • Added new Game Over title.
  • Added three types of death animation.

Game Design

  • The experience is now used to allocate points on the character stats.
  • You can now save gear obtained in the last round using a special chest found in the level.
  • New special titles added to the character. They give different attributes.

That's all for this week! Will come with more updates soon.

Cheers!

 

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Stage 3 - Weekly update 1

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Stage 3 - Weekly update 1

Hey everyone! Starting from today we will start to show you the progress of Stage 3 through these weekly updates. This week comes with very few updates but very important ones on stability and performance of the game.

Programming

  • Fixed Boss combat behavior.
  • Fixed bug that made the spawning algorithm ignore the weights assigned to each room.
  • Improved procedural generation performance.
  • Barrels can now drop loot.
  • You can now use the inventory Menu.
  • Implemented framework for Spawning Items, Drop Rate and Inventory.
  • Improved UI performance. 

 

Visual Arts

  • Design of the new Wizard type enemies.
  • Added new UI Temporal Icons for the Inventory system.
  • New Stance selection HUD.
  • New Sanity bar HUD.
  • Improved fire and perfect block particle systems.
  • Added insanity particle system.
  • Added Wave Swing special effect.
  • Started to create new set of swords of "Common" type.
  • Improvement on the Running cycle animation.

 

Game Design

  • Added special rooms where the player will need special gems to be opened.
  • Stances can now level up to give new and special attributes to the player.
  • You can now encounter statues that can morph into a living enemy.
  • Added new chests to get special rewards.

Thanks for taking a look, until next week!

 

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