There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
Crystalis Descendant » Dev Log 1
Welcome to the very first entry in the “Crystalis Descendant Dev Log,”
We will step into the shoes of our game developers and experience the process of creating a game from nothing. September’s been a very busy month for us and we wanted to take the opportunity to share some progress with you all before our memories fade. We will try to keep up with monthly development logs as it’s a good way to track our progress and keep you all in the loop.
We’ve been a bit quiet about sharing our progress lately for a few reasons. One is that we’ve been working hard towards finalizing the game systems. This isn’t flashy work and it doesn’t look great in gifs, but oh does it add to the feel of the game.
With systems comes boring stuff like menus, settings, languages, UI, game state, save data, controls, and transitions… but there are also a few features that came together this month that we’re really excited to share.
Without any further ado let’s jump in.
- New mutation barges into the arena!
- Has armored scales and takes significantly reduced damage
- Has 3 different attacks:
➛ Stomp attack
➛ Charge attack
➛ Bounce attack - Enrages when below 50% HP
- Basic idle
- Start of wave
- Wave idle
- End of wave
- Overload
- Overload idle
- Corrupted (when mutation invades the arena)
- Corrupted idle
- End of corruption
- Idle
- Run
- Spawn
- Faint
Ravager:
- Run
- Spawn
- Bite
- Roar
- Idle
- Run
- Stomp attack
- Anticipation for charge attack
- Charge attack
- Slamming into obstacles
- Bounce attack
- Anticipation for bounce attack
- Enraging
- Defeated
- Torch flickering
- Basic idle
- Start of wave
- Wave idle
- End of wave
- Overload
- Added a death sound for the Crystallisk
Fracturion:
- Roar
- Stomp attack
- Run
- Rolling
- Impact: Armored
- Impact: Exposed
- Impact: Obstacle
- Exhale
- Defeated
- Gate crashing
- Added button sounds for the different menus
Arena gate:
- Broken
- Intact
Generic:
- Torches
VFX
- Added several different VFX elements
- Crystal
- Gunslinger
- Minigun
- Crystallisk
- Fracturion
- Added different stats for the Gladiators:
➛ Vitality: Amount of hitpoints
➛ Agility: How fast the Gladiator moves
➛Fortitude: Damage reduction
➛Luck: Chance to evade an attack
- Increased the Gunslinger’s movement speed slightly
- Increased the Gunslinger’s HP to 105 (was 95)
- Increased spawn rate of Crystallisk significantly
- Decreased the Ravager’s HP to 45 (was 125)
- Decreased the Ravager’s damage to 11 (was 14)
- Decreased the Ravager’s HP gain per wave to 2 (was 4)
- Increased amount of Burrows per wave slightly
- Increased amount of XP rewarded for defeating Fracturion to 6300 (was 3045)
- Removed basic attack sequence
- Decreased amount of XP rewarded for defeating Fracturion to 4000 (was 6300)
- Upgrades now display the amount of stacks you unlocked
- Decreased XP-scaling per level
- Increased amount of XP gained per shard
- Increased required XP for first level
- Reworked combat system for Mutations to be more consistent
- Adjusted volume of sound effects for volume balancing
- Fixed a bug where Fracturion would not charge to a fixed distance
- Fixed text overflowing on large numbers for the floating damage numbers
- Fixed pause menu not working after some time
- Lightning strike upgrade does not get reset
- Dashing through the gate
- Title PRESS E TO INTERACT stays present
- Burrow states are visible on top of each other
- Pause menu stops working
- Pausing when Fracturion roars keeps roar VFX present
- Wave stats on result screen displays 14 waves completed instead of 15
- Menu scaling
- Browser sometimes displays error when attempting to go fullscreen