Procedural World Generation ▰▰▰▰▰▰▱▱▱▱ 60% ▻ Added new terrain for forest ▻ Added new terrain shader for forest ▻ Adjusted handcrafted map parts for the new terrain ▻ Reworked AI pathfinding for new terrain ▻ Fixed floating NPCs in the new terrain ▻ Fixed player being able to pass through corners in new terrain ▻ Fixed that player could leave the map in new terrain ▻ Fixed that player could run up walls in new terrain [...]
Multiplayer ▱▱▱▱▱▱▱▱▱▱ 0%
New Content ▰▰▱▱▱▱▱▱▱▱ 20% ▻ Added new area structure asset ▻ Added new rain VFX + SFX ▻ Added new rain effect shader (WIP) [...]
Playtest Statement
Thank you so much for participating and giving feedback!
Here's a pie chart from the Google forms of how you liked the playtest: (We're aware that many people were more forgiving, as it's still at a very early stage).
We didn't even know you could submit reviews for a playtest. We counted them by hand: 58 thumbs up 3 thumbs down That equates to a like rate of 95%, which would be considered overwhelmingly positive on Steam.
Here we would like to comment on the most important topics, which appeared more frequently in the feedback:
Target Lock At the beginning we had quite a few reports that the target lock wasn't working properly, but we patched it and since then there have been a lot less reports.
The visual indicator is still a problem and we will improve this.
Enemies gang up Our idea is that you don't rush through the map, but beware of ambushes and try to think before engaging an enemy group.
The game is also designed for 2 players and each player should take on one opponent. Since you are playing with an AI in the playtest, this can be difficult. Therefore, some opponents may stack up and attack at the same time, making parrying impossible. We are aware of this and are working on a solution.
Enemy attack range | rotation during attacks Our idea is that the player should be forced to react with an action when an enemy attacks. The high thrust range should counteract the high movement speed of the characters. We will try to find a solution to this problem.
Homing Arrows Same idea as for enemy attack range. We might consider that moving is also an action and might reduce arrow tracking.
Controls In order to make controls suitable for everyone, we will most likely make bindings for controller and keyboard changeable.
Use consumables from inventory We agree that this should be possible.
Even though it wasn't mentioned here, there are a more issues we are working on.
Open Playtest
We have decided to extend the playtest on Steam until April 10, 13:00 UTC. We will make a statement about the playtest in the next weekly status report.
Our next steps Up next, we want to do another playtest for multiplayer and procedurally generated worlds.
TO-DO-LIST FOR NEXT PLAYTEST:
Procedural World Generation ▰▰▰▱▱▱▱▱▱▱ 30%
Multiplayer ▱▱▱▱▱▱▱▱▱▱ 0%
New Content ▱▱▱▱▱▱▱▱▱▱ 0%
Open Playtest
Duel Corp is now open for playtesting! The open playtest will take place from March 26 to April 4.
Weekly Status Report
About the closed alpha The closed alpha is over. Thank you to everyone who participated. A special thanks goes out to everyone who made the effort to report bugs, make suggestions, participate in the survey, and create content. We really appreciate it and can't thank you enough!
What's next? We plan to launch a public playtest in a few days. This test version will include the upcoming patch.
Changes in the upcoming playtest: ▻ Lone Wolf (Steam achievement) is now working ▻ Reworked player death animation ▻ You only have to talk to Elaine once for her to offer you her help ▻ Increased dodge speed when not wearing heavy armor ▻ Added VFX to checkpoints to make them clearer ▻ Added explanation of combos in attack tutorial ▻ Renamed stamina = vitality, endurance = stamina ▻ Added new attack animations for ghouls ▻ Shortened text of Annabelle ▻ Changed energy becoming less than zero ▻ When selling, if you run away from the seller, the user interface is now closed ▻ Added auto lock target when locked target dies [...]
Balance ▻ Trezzan, the Tortured now uses all of his movesets and has 20% more HP ▻ Dagger Expertise can no longer lower energy below 0 ▻ Weapon damage now scales with the speed of their attack animation ▻ Increased Barbarian Greataxe strength scaling: 80%->100% ▻ Increased Fire Wand faith scaling: 0%->60% ▻ Increased bow damage by 20% ▻ Lowered the energy cost of one-handed weapons from 30 to 25 and daggers from 25 to 20 ▻ Reduced weapon damage scaling of Stomp by 40% and increased strength scaling: 10%->100% ▻ Ghouls in the tutorial now attack much slower and now have a two-attack pattern [...]
Bug fixes ▻ Fixed random generator => enemies now drop loot and use all their movesets ▻ Fixed Divine Wrath talent reducing weapon damage when under 25 faith ▻ Fixed overlapping menus ▻ Fixed destroying crates with attack animation instead of weapon ▻ Fixed structures not having impact VFX at the beginning [...]
https://www.youtube.com/watch?v=tWS1ebl5TAI
Weekly Status Report
You can still sign up for the closed alpha until March 17 at 4pm UTC. If you want to participate join us on Discord.
What we did this week (in short):
▻ Added feedback button for the menu ▻ Added new vfx + sfx for timed parry ▻ Added delay for enemies when using abilities [...]
▻ Reduced protection values of armor ▻ Enemy damage is now reduced by 25% instead of 30% ▻ Reworked in-game icons ▻ Increased damage of some abilities ▻ Removed some mana potions of the priestess [...]
▻ Fixed some bloodless enemies dropping blood ▻ Fixed upgrade text not showing up ▻ Fixed player loading error ▻ Fixed hair physics [...]
Weekly Status Report
Signups for the closed alpha are now open. If you want to participate you can join us on Discord.
What we did this week (in short):
▻ Added secret item for encounter ▻ Added hotkeys for UI depending on the device used (Xbox controller / keyboard) ▻ Added "Apply" button to options when graphics settings are changed ▻ Added disabling of tabs if they do not contain items ▻ Added new VFX for shield blocking [...]
▻ Reduced attack speed of wand ▻ Increased cast speed of lesser fireball ▻ Replaced placeholder for 2h axe weight stone vfx ▻ Changed armor reward talent unlock [...]
▻ Fixed shield block effect not being used for shields ▻ Fixed NPC items not updating in savefile when bought ▻ Fixed applying damage to a NPC not alerting nearby enemies ▻ Fixed not being able to shoot through holes in the world with projectiles [...]
Weekly Status Report
We are still working on the closed alpha. Below we have listed what we have done this week in short:
▻ Added windowed mode in options ▻ Added helm piece for cinematic ▻ Added recommended controller to splash screen [...]
▻ Reworked forest map algorithm ▻ Changed size of enemy groups ▻ Changed scaling of abilities and equipment requirements ▻ Changed item scaling with the level of enemies ▻ Healing and mana potions now have a minimum healing value [...]
▻ Fixed selling items with count = 0 ▻ Fixed that item splitter window pops up with 1 item ▻ Fixed that talents could not be sold ▻ Fixed not saving used consumables ▻ Fixed wrong hotkeys for using potion for controller [...]
▻ Discord bot written with Python for key distribution ▻ Discord channels prepared for closed alpha
Weekly Status Report
Weekly Status Report
TO-DO-LIST FOR CLOSED ALPHA:
There are still a few steps to go before we can launch the closed alpha. However, there are also steps that are out of our control, such as Steam approving the alpha build.
▰ Finish alpha build (we are still working on it). ▱ Upload game to Steam servers for approval (in progress). ▱ Write Discord bot for alpha key distribution. ▱ Wait for game being approved by Steam. ▱ Wait for requested keys for the closed alpha.
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Testing, bug fixing, optimization ▰▰▰▰▰▰▰▰▰▰ 100% ▻ Fixed bugs with controller in main menu ▻ Fixed missing checkpoints in the UI ▻ Fixed wrong camera rotation in main menu ▻ Fixed hitting bush having no VFX ▻ Fixed that the player resurrects after loading if he was dead [...] ▻ Fixed several other bugs
Clean up project, prepare game for Steam ▰▰▰▰▰▰▰▰▰▰ 100% ▻ Finished loading the game ▻ Added saving the game on exit
Polish / Optimize animations, vfx, sfx and textures ▰▰▰▰▰▰▰▰▰▰ 100% ▻ Added SFX for main menu navigation ▻ Added closed alpha popup when starting the game in the main menu ▻ Added scene transition from main menu to game scene ▻ Added image rendering for checkpoint preview
▻ Placeholder for boss music replaced [...] ▻ Numerous other changes