Development Update - 16th Jan 2024
Hello,
As a means of keeping track of things I'm working on I will regularly post a small update in this section of new content that is currently being added behind the scenes!
New areas
Work is currently underway to shape the second continent of the world, which will be The Empire. The empire steps away from the nature focussed area that you've seen in the first continent of the weathered woods, and takes the player to a packed city environment. For the past weeks I've been designing the new city, and below you can see some small snippets of what it currently looks like:
This new city will host all of your previous NPC's that helped you out in the first continent and will host a suite of new ones. Of course a city without anything in it wouldn't be that interesting so you will also be getting access to two new skills, with the first one currently in development being: Fishing!
Fishing
This skill won't be as much click&wait, but rather be a minigame where you must actively chase the fish to catch it. Catching larger and rarer fish mean more XP, and more materials that you'll be able to exchange at the fishing vendor for a suite of rewards. Each new fish type will also unlock new vials in the alchemy skill. Can you catch the elusive legendary quality huge fish at 0.0001% spawn rate? Probably not! Here's what you would be looking out for:
You control the fishing bobber with your <WASD> movement, and hit <SPACEBAR> to attempt to catch a fish. You will have to actively chase the fish shadows, until your proximity circle turns green, marking a potential catch. Higher rarity fish will be marked with a lootbeam on the water, alerting you of the urgency to catch it, since they can disappear quite quick! Your bobber has a stamina bar that you can use to move faster, but keep in mind it recharges slowly. Your fishing efficiency/speed increases with the skill level. I'll have more details on this skill as it develops.
Controller support
As was stated on the roadmap, controller support is something I'd love to have. So for the current development build I've passed a first batch for the controller support. It's not final at all and still requires a lot of work, but as of now it's fully possible to play the entire game with a controller without needing to use the keyboard for anything. In a second batch I will look at making the menu's more controller-friendly as well as being able to manipulate the dialogue system with your buttons rather than needing a cursor to navigate.
New enemies and rewards
As with the previous area you will be facing 4 new bosses in this zone as well as 4 new enemy types. As of now the first boss and its enemy types are finished, with their combat areas currently being designed. Defeating the first boss unlocks a new type of ability you will be able to cast, in addition to the previously available kit! The new ability type will be available with the <F> key, and is an alternative magic spell! Which leads me to the following:
Changes
Seeing as ranged was a swappable combat style, it only made sense to do the same for basic magic attacks. We have removed them from the <F> key and assigned a swappable class for it. You will now switch to the magic style in the same way you swap to ranged by hitting <Q>, and then using left click to fire your basic attacks. You are also able to swap between all three modes using 1-2-3.
While I haven't started on it yet, there will be a major overhaul to the mining/woodcutting aspect of the game. They will be removed as they are currently being used and converted into dedicated skills, much like fishing. Dedicated areas will be created and you'll be able to actually progress the skill itself, while gathering materials for your own island!
There are many changes planned to the player island as well, to make sure that the island serves a decent useful purpose for your adventures, I'll be posting more about that later.
Conclusion
Thanks for reading this short update, I will be removing the christmas event in the next update so be sure to pick up your cosmetics in the city if you haven't already. This build won't be ready yet for a few weeks, but I'll make more posts to specify when it will be ready for testing.
Thanks,
Incursion2D
A fast paced 2D action RPG in a traditional pixel art style
Status | In development |
Author | Teenyplx |
Genre | Role Playing, Action, Adventure |
Tags | 2D, Action RPG, Difficult, Fast-Paced, GameMaker, Pixel Art, Souls-like |
More posts
- Game page refresh + Halloween event28 days ago
- Early AccessJul 01, 2024
- Development Update - 7th May 2024May 06, 2024
- Development Update - 21st Feb 2024Feb 21, 2024
- Development Update - 30th Jan 2024Jan 30, 2024
Leave a comment
Log in with itch.io to leave a comment.