Dienstag, 9. August 2011

Back to Work

After a short pause of one month for those pesky tests (much too long in our opinion), we are back to work on Spark & Steam.

Our main focus at this point in time is fixing bugs and adding small, but very important features. Essentially, we are processing our alpha testers feedback into code :).

Here is what we have worked on so far since release:

New Features:
  • New Worldmap locations (one so far).
  • A major rework of the item and monster system that allows us to display a color-coded difficulty-o-meter(tm) for each location and makes many tasks behind the scenes a LOT easier.
  • Furthermore, we are working on a slider with which you can adjust the difficulty of locations to make the fights more challenging and improve the loot received.
  • Work on the Combat Log (the thing where you can comprehend the way the combat went) to make more information visible. Amongst those informations are the hitpoints of all combatants after the fight and the unit states after each exchanged blow.
  • Language selection. This allows you to pick german instead of english, although only some texts are translated yet.
Features that are being worked on at the moment:
  • A whispering feature for the chat along with a rework of the whole chat system to help you keep secrets and socialize effectively.
  • Also, a messaging system to write messages to other players.
  • New Effect types for skills. This means skills that heal and possibly other exciting possibilites to influence the course of a fight.
  • Seeing your hero's information (how much strength/life etc. does he have) and what are those skills he/she is always using? We know that right now you are pretty much playing blindly, we will fix that soon.
  • Seeing other hero's profiles. What good is awesome gear if you can't show it to the less fortunate?
Bugfixes
  • The annoying bugs that occured whenever you dragged action queue entries (wooden boards with date informations on them, right side of the screen) and did many other innocent actions are being worked on and annoy us as much as you.
  • The AI of units in combat was broken and is now fixed. It always attacks the weakest enemy with the strongest available attack.
  • Precision and Haste did not have an effect on Critical hit rating and Attack Speed respectively. They now do.
  • More minor bugfixes.
We are progressing through these issues and improvements with the goal of introducing some major features in Fall in mind.

Stay tuned and thank you for playing :)

Keine Kommentare:

Kommentar veröffentlichen