Update Demo 0.1.9.7


Hi Seeker !

The 0.19.7 is out.

It's been a while since we last posted here! As we explained in a previous post, we've started the year by making some big changes to the project. Here are the major changes you'll be able to try out in this new update.

Part 1, Design changes :

One of the biggest changes in this update concerns the shooting system. Right from the start, we wanted to design a combat system that was innovative and different from other similar games. Our main intention is to offer a system with a high degree of customisation, so that in every game, the player can feel a difference. Players already had the ability to improve their spells by levelling up, and now they can also collect artefacts that react to certain events in battle.

To support the richness of the statistics system, we've changed the way the player draws spells. Each spell has several upgradeable statistics, the most important of which are :

-The number of projectiles fired per bursts.

-The number of bursts per spell.

From now on, when you fire a spell, you must channel the spell you are about to fire. Once you've channelled the spell, you fire one burst at a time until you've emptied all the loaded bursts or released the click. In this case, you move on to the next spell in your rotation.
We're pretty excited about this new change. We'll be back soon with more details. If you have any feedback, we'd love to hear what you think!

Part 2: Technical changes:

We told you about it recently, but we've taken advantage of the Unity version change to switch back to some of the systems we developed 1 year ago now.

So we've continued to improve those things and that's been the bulk of our recent work. You won't see it, but all the set elements have been reworked, rethought and optimised.The recent changes have considerably increased the loading speed when launching a game, so we've managed to gain a lot in terms of performance. It's obviously not finished yet, but we're confident that it will be.The next big change will (finally) be to the enemies. We'll be giving you more details on that too, but it'll bring us a lot closer to the level of quality we're aiming for an early access to the project.

Part 3, Artistic :

As explained in the previous section, we've reviewed a number of visual and sound elements. Today we can tell you that we've started on a part that we've wanted to work on for a long time: the game's background. The story and all the elements that make up the game's lore are elements that we want to be discreet but coherent and well-constructed. There's a lot we want to tell you, but we want to take the time to bring it all to you in the best possible way.

In order to give you some initial information, we can tell you that our current focus points are :

-The relationship between the sun and the moon

-The treatment of the elements

-Dissonance (formerly known as corruption).

Finally, we'd like to thank everyone who talks about the game, shares our work, sends us messages or even asks us questions. We're fast approaching version 0.2 of the project, which will be the starting point for an acceleration in the game's development, and we can't wait to get there.

Please continue to share the project, and to be patient and forgiving in the face of all the gaps that the project still contains. 

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Files

Seekers Of Sand 0.1.9.7.rar 400 MB
41 days ago

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