Hello Everyone,
It has been a while since I have posted a Devlog. We are going to start trying to do these more often, so be on the look out! We love sharing our work with you guys and giving you a sneak peek behind the scenes.
A lot has changed to the team since last time I posted. We parted ways with my good friend/artist Quinntoki. I have known him for a long time and I hope he continues to do well in everything he does, best wishes friend. We have brought in a new artist who is very talented and will be writing a Devlog introducing them-self and giving some cool insight to some of the art in Wenches and Loot.
Right now the art in the game is receiving a huge facelift/re-imagining. We are very excited to share some screenshots of the game with you guys. There are still some changes that need to get made in the screenshots. The Gui is going to be updated as well. Jack also got a re-imagining and needless to say we are very happy with it, all thanks to our new artist! I will share a screenshot of the new Jack as well.
We are currently reworking the melee in the game as well as Arcane Spell lvl 1.
While designing any of Jacks attacks we take into account the different kind of play styles someone might want to have. For instance Maybe someone wants more of a Dex build, the Dagger throws are fast and can even poison enemies. Giving that strong thief/assassin type game-play feel which is only made stronger by allowing the player to gear up in thief or assassin gear of their choosing. Our approach to Magic is very much the same. What kind of magic do you want to excel at? We have Arcane, a more straight damage route of magic, we want the player to feel like a strong Mage. We have Holy which is a more defensive magic but does have some awesome weapon enchantment options, this is more for the player that wants to fight for justice and the light. Of course we also have Necromancy which is for the players that want to summon undead and be a powerful wielder of death. All which are working out really well so far.
With a more warrior type build we ran into some problems.
The Melee attack did not meet our game-play standards for Wenches and Loot. It felt kind of clunky and slow. Wenches and Loot is supposed to have smooth and fast type of game-play. We do have some ideas about how to tackle it that will make us stand out a bit. Most games just have “Push X to attack.” or “Push X 3 times to combo”. While that type of game-play does work it has very little depth. The system we are going to try to implement is a melee system where in example you push X three times and you do a basic combo, but instead you also have the ability to push X twice then wait a sec and push X again to perform a knock up attack which could lead to a more complicated and satisfying combo. I will keep you guys updated on this. Be sure to be on the look-out for my devlogs.
We are very happy with the way the game is growing, we couldn’t have a better team to work on it. Every one of us is passionate and excited to share this game, a true labor of love, to you guys. Till next time…
Laterz,
Jackripperz
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