The long backlog of update optimization was finally completed today~ *★,°*:. ☆( ̄▽ ̄)/$:*. °★* .
Here is the update log!
In this update, we mainly adjusted and optimized the following content.
Reconstructed the character selection interface
Ui interaction icons are more reasonably discharged, and Nina's live demo animation has been completely released.
Super cute mechanical repair master, what is it like to fight? Come and see!
Reconstructed the weapon selection and raising interface, adding a weapon raising system
From the weapon selection page you can more accurately see the weapon damage, cooldown rounds and the number of times you need to recharge, the more familiar you are with your weapon before entering the game, the smoother the passage will be!
In the game, in addition to card construction, weapons used well can help us pass the game more easily.
The initial weapon damage is not that high, we can come to the weapon raising system after getting credits, choose your preferred genre to improve the weapon damage and increase our output of fighting monsters.
The focus of different schools is different, so I won't spoil it here! Look forward to exploring it yourselves!
Added tutorial
New players can learn the new tutorial!
We use the graphic way to teach, whether it is character development or buff equipment, there are detailed explanations, remember to read carefully before entering the game!
In addition, in these two weeks we have also made major optimization adjustments to the game, proofreading the text content of the English and Chinese versions, fixing many functional bugs, optimizing some of the special effects, and installing most of the sound effects.
Thank you for your continued support!
We will see you in the next update ~ ヾ( ̄▽ ̄)
Theseus Protocol Dev Diary 05
This week, we mainly focus on numerical adjustment and optimization of experience:.
Optimization
1. We've added an exclusive emotion series of cards for Sting, which will provide high-yielding effects when characters are emotionally unstable, but come with the risk of making emotions even more out of control.
2. The popular [Exotic Beast Mechanic] series ushered in their terminal card [True Dragon Manifestation], which can bring you a very high credit gain when used properly, and you have a certain probability of being able to buy it in the store.
3. Initially complete the weapon raising system, through the end of the battle to harvest points to unlock the enhanced weapon damage, the enemy who once beat himself up now has the opportunity to abuse back hard!
4. New third level, now you will be challenged by more enemies.
This week, we fixed a lot of bugs and optimized the deficiencies, also added a lot of new equipment, and adjusted the image and function of the early equipment, hope you can have more fun in collecting them.
On the other hand, we are also optimizing the whole UI experience, and the map, store, and also the battle interface and other scenes are continuously being improved.
Theseus Protocol Dev Diary 04
This week we have made optimizations and refinement of the second new character Sting.
Optimizations
We have optimized the reward mode, the store will appear with separate cards and equipment. (We've also added 20 new equipments)
We've adjusted the drop pattern, now each level will have more reasonable and random drops.
We have also made some adjustments to the map.
Version Forward
We have designed three good companions for Sting, who can be called upon to support her in battle.
Each has unique skills and characteristics. (Charlotte is innocent!)
These are the contents of this installment of the Game Development Diary. It represents the state of development so far, but there is no guarantee that what you see today will appear in the final game. Please comment and let us know what you think.
Theseus Protocol Dev Diary 03
This week we focused on the second new character, and we've put a lot of work into it. Considering her special mechanics and card effects., it's still in the early stage. We'll do our best to optimize and balance it.
Optimization
We have modified the game performance. We optimized the game memory from 2G to 800M, hoping to bring a smoother experience to laptop players.
Change the loading mode of cards and props.
Version Forward
The second character
Sting
We've designed a special Emotion Mechanism for her, and her moodiness brings more uncertainty to the battle. Players playing cards will lower her mood, while weapon charges will raise her mood. The cost of playing a card will go up when she is in a low mood, while receiving additional gains when her mood is high (guess what happens when her mood is pulled full). I hope you can use the cards in your hand and weapon charges more wisely when you're in battle!
Sting also has two form modes, in the second form Sting's weapon damage is higher. At the same time, she will be more emotionally unstable. She will deal ranged damage to the enemies when she turns back to her first form.
Sting's exclusive deck:
These are the contents of this installment of the Game Development Diary. It represents the state of development so far, but there is no guarantee that what you see today will appear in the final game. Please comment and let us know what you think.
Theseus Protocol Dev Diary 02
We were a little late updating because of the studio circuit check last week. The following is our latest progress.
Optimization
We've further improved the winning interface, hopefully to make it a bit clearer.
We have also made adjustments to over 20 equipment descriptions.
Localization
We put a lot of thought into the language switching within the game to ensure that players play smoothly in different languages
Version Forward
Currently we have made more than 80 cards for the second new character, and have completed more than half of them.
A brand new boss who is good at summoning.
She specializes in summoning electronic creatures, and different summons carry different characteristics.
These are the contents of this installment of the Game Development Diary. It represents the state of development so far, but there is no guarantee that what you see today will appear in the final game. Please comment and let us know what you think.
Theseus Protocol Dev Diary 01
After last week's beta, we've been working on the EA version, and to give you players a visual of what's new, we'll be posting some progress on the game's development each week.
Optimization
Based on the last player feedback, we have improved the victory screen to give players a more intuitive feel for the cards they get.
At the same time, we modified the design of the cards to make the descriptions and patterns of the cards match better, and also to make the contrast between the colors of the different types more obvious.
Old deck pack
New UI design
For the store, we have also made some adjustments to.
Localization
So far, we have added French, German, Italian, Spanish, Japanese and Korean. We'll be adding more as players request them!
Version Forward
We have designed two sets of form mechanics for the new character, and are also designing corresponding cards for her special form
Stay tuned for a new force, the Evolution Cult, with new enemies and bosses!
These are the contents of this installment of the Game Development Diary. It represents the state of development so far, but there is no guarantee that what you see today will appear in the final game. Please comment and let us know what you think.
Demo Update Notice
Hello, everyone!
Since the release of the free version of Theseus Protocol, we have received feedback from players. We have fixed bugs and adjusted the content of the demo, and we are also trying to improve the official version.
Updated section: · Adjust UI; · Adjust font; · Fixed some bugs; · Optimized and adjusted part of the game experience.
Our demo will be end at 11:00 pm on 16th CST. Please notice~
Brief Summary of Theseus Protocol Demo
Thank you for playing the demo and giving the valuable comments. Thank you all! We are currently working on to refine the game. Hope that you would experience a more complete and great game in the next version. To better collect information, we have updated a new version today. Please try the latest demo.
Here's some of the feedback we've received:
1. Lack of tutorials and no idea how the main character's weapons work. The first level in the current version did lack a tutorial, and we ignored the threshold for new players to get started. Sorry for that! We are preparing a proper tutorial for beginners and a revised difficulty curve for the overall process.
2. Too few random events, too few shops to trigger, mostly combat levels. We've received a lot of feedback on this, because it's only the first phase of the demo and we haven't added all the random events yet. We'll try to make up for them later. It's up to you to decide whether to choose battles or events when you meet them.
3. Some monsters sound strange, and sometimes there is no sound. We'll fix the missing sound effects and get rid of the weird sounds later.
4. The font is too small and some text is overwritten. Through this trial play, we found a lot of things that need to be optimized, such as font, UI, card description and classification, store and so on. Thank you for your valuable comments. At present, we have adjusted the font, and we will try our best to polish other parts.
5. Each level has three cards, but I have no idea what I've just got. Our expectation is that players will be able to experience different card combinations and weapon charging, and we will refine the level's reward system later.
6. Game resolution can't be adjusted. Currently we have a 16:9 lock, but we will consider supporting other Windows later.
7. When we encounter shield damage in battle, our damage is shown as 0, but since the other side increases their shield at the beginning of the turn, our damage is not as expected.
Some enemies (such as the boss in the first level) have a mechanic where they shield themselves before the turn starts, which causes the character to receive shield damage that is not as expected. We will fix this logic hole in future versions so that no one will suffer damage for nothing.
8. The enemy's intentions are sometimes questionable. (e.g. SWAT) This one has been tested and modified internally. We will make the combat more reasonable in subsequent versions.
9. The bleeding mechanism is not reasonable. We will definitely adjust this later, we are currently trying to balance the various gains and detractions.
Oh, and keep an eye out for the second new character~
Demo Update Notice
We have been receiving a lot of feedback from you players since the Theseus Protocol demo released, thank you so much! Some bug fixes and adjustments to the demo have been made to improve the experience. Here are the updates:
[Adjustment] Modify the default resolution processing mode; [Adjustment] Adjust some equipment function; [Adjustment] Adjust the window resolution processing mode; [Bug] Fix Partial buff and describe issues; [Bug] Fix a bug where toughness will stack to tier 11.
The update will result in THE DELETION of the game save, please note that~
Theseus Protocol demo will be available on October 3rd.
Hi guys! We are the Theseus Protocol develop team. After these days of hard working, the game demo can finally meet you players! Now we have made two levels in the demo. Still, there's plenty of room for improvement. You may find a lot of bugs and text description issues during the playing (we are working on it) Of course, we hope that everyone who likes the Theseus Protocol can participate in the progress of the game. We also have a discord channel: https://discord.gg/V8WJYbFBS6, critics, suggestions and discussion are all welcome here.