First, we make sure NPCs stay on the ground when they walk around using map information we’ve collected. This ensures that NPCs stay on the ground, even when they walk up or down a slope, rather than floating or going right through it.
With NPCs we’ve re-introduced combat, and this time we’ve recreated the damage formula from the ground up, while maintaining accuracy with the original’s. We came up with a new one by analyzing a large amount of damage numbers collected from a bunch of videos online, and also from research of our own. Much like item drops, the system will likely undergo some changes through early releases to ensure balance and make sure everything still feels like the original game, but we’re hoping everyone can enjoy fighting Fuse’s minions despite potential minor inaccuracies.
In addition, similar to the original, when you attack a Monster that is nearby other monsters, there is a chance you will attract some of those as well. We also intend to have Monster bosses, with the boss surrounded by smaller versions of itself, and they walk around in a group like they once did, as detailed in one of our previous devblogs.
Thanks for reading this update.
We have some exciting stuff coming up, so stay tuned in the coming weeks!
Exciting eh? I wonder what could it be.
Also its incredible that they got the damage data from VIDEOS alone. Its crazy the effort that the team is putting. Well done guys!
~Plants10000
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