Mixed bag of updates this week. I’ll be going over them in more detail in the weeks to come.
One of the biggest things we’ve been working to fix is the speed of battle. Here you can see 2 GIFs comparing the speed of an old fight and a new fight, up until the first round.
Above/Left: the old flow. Note the attack log, floating numbers and the ‘About to fight!’ pose before the monsters actually bop each other.
Below/Right: the new flow. Attack log has been removed, damage is in larger numbers, the way the monsters jump in is sped up, the coin flip is faster as well. And we removed the ‘about to attack’ animation.
We’ll be going over how we got from the old animation to the new animation in the future post. Moving on, we also have a few new screenshots of UI and evolved monsters.
Having nailed down the look and feel for the UI (black/yellow/red color scheme, buttons that look like you’re in an arcade), what we’re looking at now is what features the user will find useful.
New Arena Screen. The 6vs6 fighting wasn’t so obvious back when we only showed unique ‘frontline’ monsters. Now it’s more obvious (but still WIP, because it’s showing 7 vs 6 — have to sort out how to fix that. Also, is it just me or shouldn’t the PLAYER be on the LEFT?)
New feature (still a WIP). The incubator that will close the loop of the game.
And now for some Evolutions:
Magmus’s Evolve: Volatil. Got itself more volcanoes and a larger fire fist.
Mortox’s Evolve: Mortagon. Entered the 20th century with that Gatling Gun. It’s sporting a pretty grimdark design with those bulletholed wings. Much edge.
Lectreel’s evolve. We don’t actually have a name for it yet.
Got any ideas? Let us know if you’ve got a name for Lectreel’s evolved form