Development Update #48

[img]{STEAM_CLAN_IMAGE}/37458749/ecb144047ef4fcb99af1c09c01f58b394fbdcfbd.jpg[/img] [b]Greetings, heroes![/b] Miore here, welcome to another update! We are excited to talk about our progress along with comments by Pita, who led the development of the game So let's get started! Welcome back, it’s me Pita! Since Miore allowed me to take part in this update, I'll take the opportunity to summarize our work and share my thoughts from the past months. When we started working on War of Ashird, we knew that it would be an ambitious and demanding project. The work we would have to put into it would be much greater than the projects we have encountered before, especially for a small team such as ours. Each of our team members has an important task in the creation of the game, you can say that these people are irreplaceable. No one else knows the code better than the people who created it. During development, we focused on creating solid gameplay with a character-driven storyline, and with your help and support we managed to exceed our own expectations. After a successful Kickstarter, we began the process of implementing our ambitious plan to expand the game with additional elements and mechanics. The team strongly believed that the game could become even greater than we planned, but little did we know, the execution of those plans would end up being very time-consuming. Implementing the sheer number of new elements, retakes, changes, and improvements to deliver with the best and most professional quality pushed us to the point where we exceeded the capabilities of our small team, and it even cost the health of some members. I do not say this to justify our delays, because our naivety and belief is our own fault. I hope my long monologue helps you to understand my feeling about the whole situation, which is that we are not perfect and never will be. But one thing is for sure, every course of action we took was for the sake of making a good game. I believe that every game developer truly loves their game and will want to do their best, just as we did. Now onto the update! [b][h2]■ Game Update[/h2][/b] [b]Story: [/b] [list] [*] English script updated, mistakes fixed and adjusted. [*] Aquitania character event updated. [/list] [b]Battle: [/b] Over the past few months, we have been constantly working on updating our animations and visual effects. We are paying attention to the quality and performance of each animation to ensure each attack method is accurate for each type of weapon and body physics. We improved the texture and in-game looks of our characters. [img]{STEAM_CLAN_IMAGE}/37458749/424d5ff781c08856683a4c2bdad6f32158d268a0.png[/img] [i](devs mode)[/i] The heart of WoA is combat, and our job is to create unforgettable battles, so we've gone to great lengths to refine each and every story map and side event. We now have 43 unique maps. Each map requires something new from the player, and each objective is different. Our map development began from concept art that followed the story, along with the guiding principle of making it interesting for the player, as opposed to the traditional method of pushing forward and killing enemies indiscriminately. [img]{STEAM_CLAN_IMAGE}/37458749/9c5d1fe960d715cf43769e55463210bbec6c47d5.png[/img] After working on the map, it’s time to work on modeling. Once the modeling is done, it's time for the most fun but time-consuming part of development: scripting. By scripting we mean adding all sorts of enemies, plot events, battle chat, and surprises that will appear during the battle. [img]{STEAM_CLAN_IMAGE}/37458749/4166571485940e767502d8600b70857db505739c.gif[/img] [i](devs mode)[/i] After the whole process is completed, we assign team members to playtest the map. Usually, we try to pick someone who is playing blind and doesn't know what to expect. Examples of fully-scripted story maps: [img]{STEAM_CLAN_IMAGE}/37458749/3f034497cd73d66b9eff31e97c1a4cea9a992e1e.png[/img] [img]{STEAM_CLAN_IMAGE}/37458749/faf3c3031f8019b91e0a522135d80dd8a3ec0e78.png[/img] In addition to fighting on land, you will also be able to fight at sea and more… [img]{STEAM_CLAN_IMAGE}/37458749/31b68739c5aea268cb01b61e6a7bebdb5b3b471f.png[/img] In the next update, I'll talk more deeply about all changes in the battle system compared to the first release, along with character development, equipment and more! So stay tune for the next big update. Peace out and you all soon!