New Experimental Build: Auto-Climb, Improved Dodge, and more!

Praey for the Gods

Praey for the Gods is a boss climbing open world adventure game where you play a lone hero sent to the edge of a dying frozen land to explore and solve the secrets of a never ending winter. Grapple, glide and grab hold of massive beasts as you fight to survive and return the world to proper order.

Hi everyone! [h2]Experimental Features Build is Live![/h2] We've been working on some new solutions to player controls based on feedback we've been receiving. Our biggest improvements that we're very excited about are a new auto-climb and a new i-frame style dodge. As these are pretty new we're looking for feedback from players to make sure they are solid before we release them into the retail game. [h2]Where is the Experimental Feature Build?[/h2] [img]{STEAM_CLAN_IMAGE}/25880264/8792caeea79cb59f07a76bd370202dbc1adef35c.jpg[/img] The Experimental Features Build is available now as a beta build to playtest. It can be found under the properties for Praey for the Gods in your Steam Library. This build can be played with your current save files and can be played much like the current retail build. However, like anything that is experimental some bugs may be present that are not in the retail build. [h2]What features are being tested?[/h2] [img]{STEAM_CLAN_IMAGE}/25880264/f1cd5f01d6eefac0165b6d06d826e3257bad3fe2.jpg[/img] [b]Auto Climb [/b]- this is a brand new climb style that effectively removes the need to ever press a climb button. The player will still need to press release when they want to let go. We're looking for the most feedback on as it has many potential edge cases. [b]I-Frame Dodge[/b] - this dodge will most certainly replace our current dodge. However, it may have a couple issues that we're hoping to smooth out with player feedback. [b]Manual Climb[/b] - this is our original climb we've improved the grab timing based on feedback [b]Classic Climb[/b] - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb. [b]Additional control improvements and bug fixes in this build (coming soon to the retail build)[/b] - Fixed the player getting stuck in walls when grappling to the top edge of surfaces. - Fixed the player swinging in a full circle when climbing on flat ground. - Fixed tumbling to the side making it harder to grab on and save yourself from a fall. - Improved climb direction so it works properly when the camera is looking backwards at the player - Improved turn speed, for faster reaction times. [h2]How does Auto-Climb work?[/h2] [img]{STEAM_CLAN_IMAGE}/25880264/321f7bf166675b5b70fb848d4a06d3df8e5bc405.jpg[/img] Auto-Climb works by simply running into a climbable object. The player will attach to it and begin climbing, it's as simple as that. However, under the hood this is no small feat as a constantly deforming rotating mesh is very hard to have work automatically with climb. With auto-climb enabled the player no longer has to worry about when to press climb when falling, or if they are close enough to press climb. When on a boss the player will automatically grab to the nearest fur patch when falling, or if you are shook on a boss the player will re-grab automatically at the soonest time. When the player is on a flat surface she will automatically stand back up to regain stamina. The player will need to press "release' if they want to let go manually from a spot and re-grab somewhere else. [h2]How does the new dodge work?[/h2] This dodge is similar to an invincibility frame dodge or "i-frame" dodge as some refer to it. Basically, for a specific amount of time during the roll animation the character is now effectively invincible to damage. So rolling away from an attack or attack blast is not determined specifically on their distance from the attack but if they are in the state of rolling away. In some circumstances, damage is unavoidable ie: rolling under a bosses foot or fist as it slams into the ground. We're still looking into some areas where edge cases could appear and look forward to players feedback with this. We specifically want to thank players that allowed us to add them as friends so we could deep dive with them specifically on what bothered them about the controls. The feedback we got was incredibly helpful for us to identify specifics details that we were not seeing with our in-game feedback. [h2]Follow us on social media[/h2] [url=http://discord.gg/praeyforthegods][img]{STEAM_CLAN_IMAGE}/25880264/e78b1574baca5198417c251f3910a263f98e615c.jpg[/img][/url] [url=https://discord.gg/praeyforthegods]Discord[/url] Chat with the Praey for the Gods Dev Team Thanks again! No Matter Studios ps special thanks to Source_xvi and Levi for there awesome screenshots they took with our photomode.