




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
New Features: - Added experience bar at the top of the screen (you can modify the scale and position) Bug Fixes: - Laser in the "Gateway" map will do damage again - Fixed possible NPE in name plate buffs - Fixed auras disappearing in world maps after death Thanks to @ishakson for the reports!
- Fixed experience for raid completion - Fixed essences on raid completion - Reworked Lightning of the Gateway level
Thanks again to @Fendse for these sophisticated bug reports! :) - Enable compilation of avatars with weapons < max obtained level: Discord Thread - More fixing of AE and Buff tooltips: Discord Thread - Wrong materials displayed in cell: Discord Thread - Fixed Teleporters in Buried Entrance, Firebound Forge - Fixed trash mobs in Firebound Forge - Fixed bot movement on area effects - Fixed multiple error messages in the client
I fixed a bug that was preventing players from casting there spells using the keyboard.
I've finished the war room in the prison complex.
It is accessible through the compilation core.
It contains emitters displaying all active raids in your current zone.
Currently, it serves as a visual representation.
I plan to add more meta information to those emitters.
The goal is to enable joining or applying to raids from this room.
I want to show you some monsters for the upcoming world level: Desert of Pain.
There are four zones: Earth, Thunder, Desert, and Fire.
Each of these zones has its elementals.
This week I could finish three zones.
I could not decide whether to release the content directly to the live servers.
Then, I discovered a nasty bug on the live systems and decided to take two steps forward.
So, I released the raid to live.
You might remember the old Pit of Elements and Firebound Forge level.
They got a complete overhaul.
Both are now part of the same raid **Run of Elements**.
I've also added a new level right between them called **Buried Entrance**.
## Buried Entrance features a zerging fight.
You have to unearth the buried entrance to the Firebound Forge.
If you kill it, it will explode and damage the entrance.
Normal, Challenging and Adamant difficulty feature additional mechanics.
But I don't want to spoil the whole raid for you.
Special thanks to **Madraox**! He is the designer behind many creatures in this raid.
My favorite is the scorpion.
## Next up is a desert-style world level.
Madraox already designed most of it.
Design, gameplay, and most of the decoration are already in place.
I need to compose it together and implement the mechanics he envisioned.
I want to show you the first pictures of the new raid Run of Elements.
It contains 2 already existing levels: Pit of Elements and Firebound Forge.
I reworked both of them and added a third stage in between.
Today I can finally release the pending changes on the live servers.
The primary changes are the new avatar compilation and the ongoing raid rework.
The raid rework isn't finished.
Yet I couldn't find a reason to further delay the live update.
For this release I re-enabled the Escape Attempt raid.
It is a two-stage encounter with fights in the perimeter, and the final in the gateway.
It took the whole week to finish the lightning for the three levels.
There is a tiny parameter: `Pushoff` on the Lightmap Parameter Asset
This parameter solved all issues with black stripes on the light-maps.
I will gradually rework all available raids.
In this first release, only Sludge Madness is playable.
Last week I was busy.
I made some progress on the Sludge Madness raid.
It will be a 3-level raid.
I am currently reworking all dungeons for better visuals.
I hope to develop most of them into multi-stage encounters.
To support this development, I need some changes in the game server.
The first raid I reworked is the Sludge Madness.
I am adding a second stage to it.
After the rework, I plan to have three stages in total.
I stay in the academy theme and add and an auditorium to it.
I reused the boss @Madrao designed for the Academy Halls.
He is an ascended adept of the dark arts.
You will have to fight his magic based on arcane and blood.
Thorough testing of the raid is still pending, so I can only show you some pictures.
I spent the week implementing a quest system.
I use it to introduce the players into the game.
I could finally release the new crafting system to the beta servers. Thanks to @Madrao for finding most game-breaking bugs so this release feels functional.
If you followed the updates of the recent month, there is probably not much new.
If not, I will iterate through the changes below.
I can finally show you more progress for Raiding.Zone.
I need to rework all talents for all weapons, armors, trinkets, and boots.
Weapons and boots are more or less done.
I think I can finish the armors and trinkets next week.
I planned to release something to the beta servers this week. However, I underestimated the effort needed to implement the new equipment system.
Nevertheless, I can show you the avatar compilation interface.
I want to introduce you to a new crafting and equipment system.
There are multiple reasons to overhaul the current one.
The current equipment system is functional and customizable.
It has some serious downsides.
I am proud to release the first update this year. The Academy Halls update is now live.
I will give you a quick overview of the update. If you are interested in more details, you can read the previous dev logs.
But first, I want to thank Madraox for his work. Most of the voxel monsters, their animations, and a lot of decoration originate from him.
Tweaking the lightning filled up most of this week.
My new Radeon card is fast, but it behaves differently from the 1080 I had before.
I think the result is somehow passable and better than before.
This update is smaller than the last one. I was busy fixing stuff in the academy halls.
Welcome to the first update in the year 2024. I am proud to introduce you to a PvE world-level Academy Halls. The level is 25x times bigger than Sludge Madness but belongs to the same setting.
This is the first world-level and there are several more planned. In Academy Halls, you wander a lost university. Monsters are roaming free through the floors.
I used the holidays to rework the training area and tutorial and added a new world zone.
The mesh didn't make it in the initial release. But it is now also updated.
In the last weeks, I focused my efforts on adding a new adamant difficulty. The latest update releases it to the live server. The difficulty is only accessible through a Cipher. You get a Cipher by completing a challenging level.
Adamant raids introduce new raid mechanics. You can read about them in the previous dev logs. To further complicate things, adamant raids have weekly changing obstacles. These are additional effects, that will try to kill you.
If you complete an adamant raid you can receive a level four item. Additionally, you get your rewards at the end of every week in a chest in your cell.
This week I released adamant difficulty for three raids on the beta server. Those raids are Bloodshed Arena, Sludge Madness, and Escape Attempt. They all got new boss mechanics. In the case of Bloodshed Arena, I improved the existing mechanics. The boss will now get a shield as soon as a vassal spawns.
We will test the adamant difficulty in Sludge Madness, Bloodshed Arena and Escape Attempt
First, I want to apologize for missing the Twitch stream this Sunday. I was sick and couldnt find the energy to stream.
All changes on the Beta branch are now live on Steam. I will reiterate all changes below. If you already read the beta posts, you can skip the points.
We will play on the beta server and test the new features. The new features are:
Beta Branch is now live. Changes: - new movement spells - Avatar Face Rework
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color;
o.Albedo = c.rgb;
// Multiplicate the armor and boot alpha values
o.Alpha = tex2D(_BootMask,IN.uv_BootMask).a*tex2D(_ArmorMask,IN.uv_ArmorMask).a;
}
For the UI I had to write a fragment vertex shader similarly.
That makes it possible to have multiple boot meshes too. So stay tuned!
We will play on the beta branch and test the new movement spells.
Pit of Elements is now released on the live server. It is a 2.5-phase fight.
The first phase contains lightning vortexes and stone pillars. The stone pillar will always spawn on the damage camp. The vortex will spawn on the tank that doesnt have boss aggro. If there is only one tank the vortex will spawn on him. At the end of the first phase, Khorin will absorb near Stone Pillars and grant himself a shield. He begins to cast mediation that applies a Burning debuff to all players. As soon as the Earth shield breaks, you can interrupt him.
After that, begins the second phase. It is very similar to the first one. Khorin summons IceBlocks on the off tank. You should place them so you can walk around them. Then, Khorin summons a Fire Elemental targeting a random non-tank player. The Fire elemental has a shield that damages anyone who attacks him. That shield can be removed by kiting the Fire Elemental to an IceBlock.
At the end of this phase Khorin casts Nova. You will have to hide behind Stone Pillars or IceBlocks to dodge it. After that all pillars and IceBlocks get destroyed, and Phase One begins again.
Here you can see myself struggling with normal difficulty.
[previewyoutube=gfVGJjZLVso;full][/previewyoutube]
Join us on the Stream or in Discord: https://discord.gg/Qb2hQmRg?event=1163929678390775930
I have an update for those who tried the beta and got kicked/timeouted. I identified an issue that occurs if you switch from beta to live or vice versa. In this case, the ping is still connected to the old one, resulting in being kicked because no ping was received. I pushed a fix for this to the Steam beta branch. If you are playing on live, a restart after switching should fix the problem. If it persists for someone, I would like to hear from them
Pit of Elements is now released onto the beta server. It is a 2.5-phase fight.
The first phase contains lightning vortexes and stone pillars. You will have to move the vortexes to the pillars.
Then comes an intermediate phase. You have to pierce the earthen shield to interrupt the cast.
After that, there is a longer phase with fire elementals and ice blocks.
At the end of the cycle, you should hide behind the pillars or the blocks to dodge the nova cast.
I want to introduce you to the new level Pit of Elements.
You will fight against the elementalist Khorin. He controls rocks, thunder, fire, and the tides.
There are also new weapons as a reward for the boss fight.
Thanks to Madraox for providing the tree model on top of the valley!
Merge of the beta to the "default" branch. You can find the complete changelog here: https://raiding.zone/docs/posts/soloraidwithmultiboxing/
I got a lot of feedback that the game lacks fun if you are play alone.
The bots are intelligent enough to compete in the more complicated raids.
So I threw away the bot system and created a new raid control system.
I got inspired by the way you control the players in Fifa.
There, you can constantly switch between your players and control the entire team.
The term multiboxing comes from World of Warcraft.
It describes playing with multiple characters simultaneously, and is strictly forbidden.
I added it as a game mechanic to Raiding.Zone
You can add any raider to your team in the lobby configuration.
Once you have entered the raid you can switch between your raiders using CTRL+Left Click or PageUp and PageDown keys.
[previewyoutube=Z8_F8dh5bDE;full][/previewyoutube]
I was able to beat Firebound Forge on Normal alone.
Firebound Forge needs two tanks and lots of movement.
I had to constantly switch raiders and move them out of the meteors and into the water.
[previewyoutube=b9Eyr8IcAJs;full]https://www.youtube.com/watch?v=b9Eyr8IcAJs[/previewyoutube]
You can test the new mode on the "beta"-Steam branch.
**Keep in mind that you also need to select the "Beta Server" on the login screen**.
You users were created successfully but there was neither a success message nor a loading of the correct scene. Now, you will see a proper error message if you are already register with your steam account.
After numerous requests I introduce to you: The mindless jump [previewyoutube=BL_V76dig8I;full][/previewyoutube]
cover I got feedback that my avatars dont feel quite right. So I learned some things about anatomy and face proportions. The new faces have twice the voxel count than the previous ones.
It was a real struggle to simplify the resulting mesh. Initially, each avatar had more than 1 million vertices.
[previewyoutube=95Ckvf1Y6oI;full][/previewyoutube]
Ive spent the last two weeks implementing a new GUI concept.
The old design felt confusing and cluttered.
I added more space and hopefully made it more intuitive.
[previewyoutube=GxICxjcPQYA;full][/previewyoutube]
The new interface should conform to the immersion I want to create. The whole game places you in the simulation of a giant corporation named Raiding.Zone. This cooperation bought your conscious self. You only live in a simulated environment.
Thats the reason the game places you in a virtual cell. You can meet other players in the Training Area.
Besides this, your only purpose is to fight in Raids for the amusement of the public.
In future updates, I will use this cell to provide visual feedback on your raiding progress.
My plan is to further extend this cell as you progress in Raiding.Zone. I plan to extend this cell the further you progress in Raiding.Zone. There will also be additional rooms to visit in the prison.
I also added a loading screen picture to make it less boring.
Hey Raiders,
the implementation of Raiding.Zone in 3D is near completion. I already assembled a gameplay trailer containing all levels: [previewyoutube=nRkdU8nlBr0;full][/previewyoutube]
There is also a new logo for Raiding.Zone:
I fixed some bugs during the playtest and implemented a proper loading screen.
All weapons have an enhanced range now. Versatile Crossbow peaks with 400. Plague Carrier and Staff of Burning Souls have a base range of 350.
The role abilities Cleanse, Interrupt and Taunt also have a range of 350 now.
Next up will be a rework of the user interface. It is too cluttered and doesnt transport the setting.
I gathered a lot of critics and advice for my game. I concluded that I could not market my game as a 2D-TopDown game. Its not appealing enough to gather any audience.
So this is my first teaser for the 3D-Version.
[previewyoutube=FkXYUCYvuFc;full][/previewyoutube]
The level in the video is the only playable right now. It has all features that are present on other levels. The server calculates the map in 2D, but all textures and effects are now in 3D.
My plan for the oncoming weeks is pretty simple. I will create a bunch of voxel models and rework the remaining 2D-Effects.
After finishing, I will release the new 3D version. In the meantime, you can still play the 2D variant.
I use MagicaVoxel for creating my voxel art. The tool is pretty simple and effective.
To import it into Unity, I used the MagicaVoxel-Toolbox.
The toolbox is cheap for the number of things you can do with it.
I also omitted the Lobby-Level. The default screens now show your equipment.
Im still searching for motivated people to develop the game with me. Particularly Im interested in people with experience in voxel graphics or particle effects. I would be more than glad to share my profits with anyone who can contribute.
I am proud to deliver another update to this game. In this release, I created a new weapon, added in-game music, and designed an essence system.
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