Dev. Log 7.19

Lost Islands

Lost Islands is a Cold Weapon PvPvE online multiplayer action game. You will play an adventurer to an unknown island, killing and co-operating with monsters and other adventurers on the island, embarking on an exciting adventure and eventually escaping with the treasure.

Hello everyone We have recently received a lot of concerns from players asking about the game's development progress and other issues. First of all, the game is still in development and everything is going smoothly. However, since last year, the game has undergone major improvements, so please be patient. Here is the plan of all the improvements,(the following contents are all planned and may be different from the finished product) 1. The story background expanded We have expanded the original story background, three parties of voyagers exploring the world, came to the Lost Island, the island has an ancient mysterious power caused the explorers can not leave the island, in order to survive and get rid of the bondage, the explorers constantly between the refuge "Death Reef" and the Lost Island, bring back resources to complete the NPC's commission, slowly In the story we set human and demon monsters, distributed in the island levels, missions, which have infiltration, strong attack and other gameplay, but also to be ready for other players messing up, may be a threat or help; explorers after completing these challenges, can get stronger equipment to explore more dangerous areas. [img]{STEAM_CLAN_IMAGE}/36007620/7c48dcc52b49ea17f141f52d61c86ea69843d91b.png[/img] [img]{STEAM_CLAN_IMAGE}/36007620/c50e4adfb3cd2afbf7b8d5ddc077bf8a0413f3cc.png[/img] 2. PVE content, NPCs and bosses We expect to give NPCs a distinct image and personality in the game, and talk to them to know their stories. They will give players all kinds of help and growth in the game, but of course these help are not free, but more like a form of mutual benefit. By completing their assigned tasks and increasing their intimacy, you will unlock more features of the NPCs. BOSS is another focus, we will put a lot of effort into the design of the AI and bosses. In the current plan, bosses will occupy part of the map, and players can choose to challenge them individually or in a group to gain lucrative benefits, or just walk away. In this process players will face the interaction of other players, when it will be formed to help each other or chaotic war? [img]{STEAM_CLAN_IMAGE}/36007620/c916b8b70102d9bf2084ab17dfabb417461d4086.png[/img] 3. Roguelike gameplay Roguelike gameplay is mainly for the PVE aspect, through this function can be used in a single game for each player's favorite weapons and professions as a target to strengthen, or even change their use, to bring a different game experience, enhance the variables and randomness of each game. 4. Improve action details The basic behavior of the character, including movement, face orientation, turning and other behaviors, these basic behaviors because the character is moving for a long time, so the quality of the game will be particularly sensitive to the presentation of good or bad, to do a very good test of the strength of the action division. In the current stage, we are still focusing on improving the quality of the character's moves, while refining the character's performance in taking hits and blocking performance. In the previous phase of testing, our normal block success was divided into two directions, according to the number of successful blocks to determine which direction of action to perform. In the current plan, we are able to read the direction of the opponent's moves and categorize them to some extent (stab, up, down, left, right), and then generate blocks in different directions according to the opponent's moves. [img]{STEAM_CLAN_IMAGE}/36007620/b294a8888f3de16c50eb817aa59ec20fd9503b99.png[/img] 5. Weapon characteristic division We realized that in the last beta version, the difference between players' use of weapons was not too great and did not meet our expectations, so we decided to further widen the gap between weapons. Specifically, the role of the move has changed: while the original move was primarily designed to produce damage, we have now broken down the role of the move. There are damage moves, transition moves, set of moves, defense moves, release moves, etc. The concept of the move table was introduced to allow players to play specific moves based on certain inputs. These moves directly with each other also need to form a fixed cycle, so that players can not only through the simple operation of a quick blow, but also through the understanding of the weapon, to further enhance their strength.