Combat Arena Alpha
We hope you’re enjoying the fixes from our latest patch! We made character movement flow better, improved performance, and gave Lumala a passive ability! You can read more about it here.
Progress on the next arena really picked up this week, and it’s coming together nicely! The in-bounds terrain has been fully laid out, the out of bounds terrain is nearly finished, and now we’re moving on to giving everything the right look.
We’ve been working on some new abilities for the Combat Arena Alpha! Among them is Reflect. Here’s a video of us testing the basic functionality with a few NPC enemies:
(Note that the ability won't last indefinitely like you see here, so good timing will be important.)
Minions are getting updated health bars and new pathfinding AI! They’ll be able to navigate around obstacles more reliably now.
Single Player
We added the function that allows soul flames to last longer based on your bond level with that Kinfolk.
The flying Kinfolk controller is coming along well and has received several tweaks this sprint. We’re still working on making it feel smooth and intuitive, but the functionality is all there. We’ve also added several updated flight animations for Avieon that should help with this!
Water has been a big focus for this sprint and we’re really pleased with how quickly it’s progressing!
The swimming controller has improved a lot, especially since it can leverage many of the controls we already made for the flying controller. Different swimming behavior has been implemented for things that can't swim very well and things that can.
Soul flames needed some adjustments to their interactions with the water. If you lose a Kinfolk underwater, their soul flame will float upwards to the surface, in case you aren’t able to swim underwater to retrieve them.
We’ve been working on the method for swimming Kinfolk traversing on land. A few details still need worked out, but the functionality is in place!
With these tools in place, we’ve been able to start implementing Hull_Piercer!
We’re continuing to set up the systems to get automated builds running. It’s a pretty complicated process, but it’ll be really helpful once we have everything in place.
As always, we have a whole slew of abilities in the works. In the past 2 weeks, we’ve completed 6 active abilities and 12 passive abilities. Some of these (like Reflect) will be added to the Combat Arena Alpha, but others are specific to characters that aren’t available outside the single-player yet.
In creating some of these attacks, we’ve laid down the foundational logic for how different abilities can interact with each other after they’ve been fired.
Thanks for stopping by! We’ll see you next time, on February 25.