Dev Log: Making Great Progress
Author: Newcore Games Rob,
published 2 weeks ago,
Hey everyone,
its been a week since we last had a conversation with our community. This week, we wanted to share what the devilized combat looks like and some cool interesting bugs that we found (and have long since been fixed).
[h2]Devilized Skills[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//42752454/7978c28c1d8a5983ce3ee8b1ecdbaa43b8991bf3.gif[/img]
We have shown off that animated gif quite a bit, but today we talk a little bit more about the mechanics (without spoiling too much)!
[previewyoutube=VR4t9sEg0hw;full][/previewyoutube]
Once you acquire the devil form, you can use it at any time (we recommend using it when there are enemies around, but feel free to do whatever).
The devilized form follows the principle of 'The best defense is an even better offense.' The devilized form will chip away at your health as you spend time in it, but it can be replenished as you keep landing attacks. However, this form's powerful nature is difficult to control and the attacks are slightly different from your normal skill set, so make sure you get used to it before you use it in a tough situation!
[h2]Finding All of the Bugs[/h2]
Thanks to our Early Access community as well as those who participated in the CBT, we tracked down a lot of bugs that would have hampered the game play experience. For that and so much more, we are sincerely indebted to all of you.
That being said, not all bugs are equal and we wanted to take this time to show you some of the glorious random little bugs that we have found over the course of development.
[previewyoutube=O9sLARo8b3k;full][/previewyoutube]
Ever smack a boss so hard that it just bounces? There was a lot of confusion, but this has also long since been fixed.
[previewyoutube=0dglfq7wBfo;full][/previewyoutube]
In one of the early versions of the game, for whatever reeason, Kim Rip decides to lie down and just... never get back up. Again, this has long since been fixed. He looks so peaceful...
[h2]Some Improvements Made[/h2]
For those of you who had played the demo as well as the Early Access version, we got a lot of feedback for not just the base game systems, but also just how things were presented. Today, we talk about some of the improvements that seem small, but proved to be really beneficial changes for the game.
[h3]Unifying Terminology[/h3]
Over the course of development, there were times where terminology found in the game had changed, but it wasn't properly reflected in the entirety of the game. One example is stats:
[img]https://clan.cloudflare.steamstatic.com/images//42752454/45ed3f3f03308bd0c1f31b94a4b352fe1f46f997.jpg[/img]
We made sure to use terms that are readily understandable (or able to be learned from playing the game). We also tried to make the numbers themselves easier for people to digest and process.
[img]https://clan.cloudflare.steamstatic.com/images//42752454/8f351099fa5f7c491ddb41732ee678d68ecdae0a.jpg[/img]
In this case, we adjusted the terminology to make sure that the Dash term is unified throughout the game (except for situations where the word Charge makes sense).
[h3]Default Skills[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//42752454/0cc0536a0b4967827a01248fc0575ccc6d0653c9.jpg[/img]
Another point of concern for players of the community was that the initial skill set you are given is confusing. Players thought you could only do Concentrated Counterattacks from a perfect parry rather than the dodge/dash. This was because players had to learn a skill in order to perform those attacks. We made it so that the default load-out would allow you to perform Concentrated Counterattacks from the parry, dodge, and dash.
We hope you enjoyed this small little log! As always, please let us know your feedback! The road to launch is a busy one, but we are extremely excited!
https://store.steampowered.com/app/1802880/The_Devil_Within_Satgat/
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