![]() However, their placement on the screen felt too close and unspecial. We tried various options, but we couldn't part with the Diablo-style spherical HP and MP bars. We aimed to create a visually aesthetic interface that doesn't burden the player. ![]() The in-game interface has been completely redesigned.As a result, we have redone all cutscenes in general. Some cutscenes had improperly positioned cameras, which weakened the narrative impact.The lighting in the Venice castle has been updated.The map design for Captain Ali Köse Pasha's dream has been completed.The design of the prison map has been finalized.What once had warm colors now features a more bluish hue. ![]() The lighting in the Galata map has been entirely revamped.Micho, on the other hand, tosses smoke bombs to obscure himself, becomes invisible for a short period, sneaks up on the player, and deals high damage. Since Madman is a massive enemy, he charges at the player, delivers a powerful ground strike, and knocks the player down if hit. Two types of soldiers, "Madman" and "Micho," have received new abilities.What if I told you we are considering adding Compass abilities beyond the usual ones? Although still in the idea stage, these mostly passive abilities and enhancements would make the game easier for players.Interacting with these objects now allows players to access memories optionally. We have now revamped the system and placed interactive objects in memory locations. Previously, listening to these dialogues was mandatory. In the Venetian castle, certain events allowed players to experience memories of the past, with multiple NPCs engaging in conversations.By accessing it through the hotkey bar, players can activate a unique view that reveals mission locations, points out interactable objects, and highlights friendly and enemy NPCs. We have added our key mechanic "Compass" to the game. ![]() Every piece of feedback is invaluable to us, so we appreciate your thoughts and suggestions as we continue to refine and enhance our game. We have now completed six months of the development stage and are eager to share our progress with the community. Our aim is to recreate the magical atmosphere of 17th-century Istanbul while infusing it with fantastic elements. Hello fellow devs, we're currently developing an Isometric Action/RPG called Compass of the Destiny: Istanbul. ![]()
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