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Hey all,
Im now a couple of months more in developing the games endgame area.
Its taking longer than average area because Im throwing all my creative budget at this one:
This is *The Finale* after all.
That means the endgame area is receiving an entirely new tileset, with almost nothing being copied from other tilesets, fancy animations, dozens and dozens of assets, new mechanics, and new sources of XP...
I am happy to report however, that the progress done since the last update has been immense, and the exteriors of the endgame are nearly finished, Im currently working on implementing new gameplay features.
Spoiler warning: From here, the post will contain some details about the game's finale.
So, the endgame area may look like a city, but its more like a dungeon with 8 different ways to traverse through it and get to the endpoint of the story.
Reaching a very high or even max level in any of the 8 classes will unlock a method of traversal through a city.
These can be mixed too, you may use one class to get through 2 of 4 class challenges and complete the other 2 using another class, for example.
How that works is that the city is divided into 4 floors / layers / levels and each of them has 5 class challenges + 1 for the three combat classes.
So you can choose a different class to progress through each of the layers.
However, I believe most players wont have all classes maxed at this point game if what they did was simply progressing through the story.
Level 1
Level 2
Level 3
Level 4
Class challenges vary in difficulty and complexity, so it should make for an interesting area.
Some of the challenges arent *just* one-time challenges, they are also new sources of the endgame amounts of XP, so its twice as cool!
To make all of this even more worthwhile, I have added a new equipment set as a reward.
Inspired by one of my favourite characters, Homura from Puella Magi Madoka Magica, this armour set does not belong to any of the three combat classes.
Instead, it benefits purely from the curse chance, so it can be combined with a variety of equipment and weapons.
To obtain the full set, players need to complete the story, otherwise, the more class challenges a player completes, the more of the pieces can taken from a secret building called the Vault.
Whats an endgame if it doesnt have a secret or two?
It took a very long time to animate this armour, but I am happy to express my passion for alternative fashion and hyper-femininity.
After getting through this challenge, I went ahead to implement the rest of the items players will find in the city.
The more notable of these items are four new elixirs that can be crafted using a new alchemical ingredient.
This expands the alchemist class and it makes it a lot more valuable to a player.
The events are also very powerful, from negating an additional 20% damage to turning a player into a living weapon.
Besides the dozens of new items, features, and assets, Ive also made a good number of audio, graphical, and QoL changes and fixes.
My audio guy, Bert Cole, has created new music tracks and sound effects which I implemented during this period.
I have improved how items behave when dropped, making loot drops more satisfying and practical.
Also, made significant changes fixing several problems connected to how items were added to the inventories.
I have moved the game message log to the centre bottom of the screen putting the messages closer to everything else
I have made improvements to talkstone chest storage by changing where certain item times are stored, it makes more sense now.
Also, once a specialized item storage is full the item will be deposited into everything goes tabs, significantly increasing the practical size of the item storage.
I believe a couple of months more should be enough to have a beta version, 0.9.9, ready!
We will see if the game will be released soon after beta tests or itll be receiving an additional phase of polishing.
So, yeah, overall development has been going *great*!
Thanks for reading and until next time!
Hey all, I've just pushed a small demo update. It has a new small tutorial to help people start the game properly, new music, and main menu artwork. Maybe more, I honestly don't remember =P
Hi all,
We're proud to unveil the new Light of the Locked World promotional artwork!
The artist for this piece is Mango Lizard, who has been making artwork for my games since 2016.
Check out his ArtStation profile here >>
Hey all, I have released a small update to the demo today! Change list:
Hi all,
The development is progressing, and 8 of 10 main story quests have been implemented.
Since the last post, I've been working on a key location for the latest story quest: Order Stronghold.
It is sort of a 'bonus level' full of loot, lore, adventurer marks, and a new crafting station - a worthy reward after the challenge that is getting there and an entire seven-quest chain before it.
Hey all! Haven't posted an update in a while because I was struggling to keep productivity up and I'm going through a pretty turbulent period of my life. I'm recovering from depression that made it quite difficult to do anything so making updates was a low-priority thing for a while. Despite all that, I'm pretty proud of the progress I made in 2024, it may be some of my best work. Let's get into it!
Hi all,
As Magic of Spring - my other game - is going on hold, I am slowly returning to the rhythm of working on Light of the Locked World.
It's been two very long years and I'm excited to be back to this project!
For the next few months, I will be making three final quests in the game's story campaign - this will include new items, new enemy types, one new large area, a final boss, and so much more!
After the story campaign, the largest of the remaining tasks will be the Classes 2.0 update.
I am planning to give every class a talent/perk/skill tree and fill them with interesting nodes.
The development blog should also resume shortly, so keep an eye on that for weekly development updates.
See you soon!
Hey all, Happy new year! It is sort of a custom at this point to write something about my plans for the upcoming year. So, this year I am planning to be finally done with the adventure that was the development of Magic of Spring. That means I am finally coming back to Light of the Locked World! My head is full of ideas for the game - I am planning to simplify the structure of the game's story campaign and squeeze several planned quests into one to finish the game faster. I also want to implement the Arena: A place for the players to duel. This will come with an entirely new way to play LOTLW: Arena Mode, in which players have to duel in the Arena every X minutes in order to keep gaining experience. LOTLW's splitscreen RPG PVP is rather a unique feature and I want to showcase it more with this mode. So the Arena Mode will be the first thing I will work on after I return, after that, I will be making the last few story quests, then Classes 2.0 and class skill trees, and... Well, there's a lot. It is not very likely that LOTLW will be completed this year, but perhaps we will do an Early Access release - so who knows? Sorry for taking so long with Magic of Spring - but I am committed to finishing LOTLW no matter what - so I hope you will continue following the game! Thank you and until next time! https://store.steampowered.com/app/465020/Sector_Six/ https://store.steampowered.com/app/1786910/Magic_of_Spring/ https://store.steampowered.com/app/1184450/Magic_of_Autumn/ https://store.steampowered.com/app/2152950/Beyond_the_Gate/
Hey all, Just wanted to share links to games I am currently working on right now.
Hello everyone! As mentioned earlier, I am working on a new game, Magic of Spring. I'm happy to say that the development is going well and that a demo version is available now! [previewyoutube=IbRoDd_r3S0;full][/previewyoutube] The demo can be downloaded from the Magic of Spring Steam page: https://store.steampowered.com/app/1786910/Magic_of_Spring/ I am hoping to be finished with Magic of Spring in the coming months and come back to working on Light of the Locked World in the summer. Until then!
Hi all,
As I've mentioned earlier, the LOTLW development is paused at the moment.
The reason for that is that I'm working on a different game.
Normally I wouldn't start a new game while the previous one isn't finished, but I made an exception for that game because it's a "now or never" situation.
Anyway, that game is Magic of Spring!
It is what I've been calling a card adventure game - there is a story, a world to explore, deckbuilding, and a lot of card fights.
I've been working on Magic of Spring with extremely skilled Minho Kim and Bert Cole.
Bert Cole composed the music for Sector Six and Light of the Locked World, so you know he's good =]
Minho Kim is the artist of Devespresso Games, the team that created the great-looking Coma games, Vambrace: Cold Soul, Scarlet Hood and the Wicked Wood.
The demo for Magic of Spring should be ready to play next month.
Hope this sounds interesting - if it does, don't forget to follow and wishlist the game <3
https://store.steampowered.com/app/1786910/Magic_of_Spring/
Anyway, that's all for now, until next time!
Hey all,
The big news is that Light of the Locked World has a publisher now - WhisperGames!
Thanks to WhisperGames, Light of the Locked World's demo has been translated to Simplified Chinese and Japanese.
WhisperGames have also brought the game to the Tokyo Game Show 2021!
We hope that all of this will help the game reach more people than ever and we welcome the new fans.
Have fun!
Hi all!
A small update for those wondering what's going on: Small Moons is a studio created by me, Zuurix a.k.a. Aivaras Klimas.
I've created it in case I'll want to expand in the future and because saying that these games are made by me isn't entirely correct.
Two of my biggest games are made with the awesome Bert Cole of Bit By Bit Sound.
Please follow Small Moons creator's page to be updated about new game releases:
Link >>
Also, I have some bad news for those waiting for Light of the Locked World: The development of this game has been paused by at least 6 months.
I will have more news about that in the future, and these will be some pretty big and exciting news, but I have to be quiet for now.
Until next time!
We are going to join the MGN Indie Gamecarnivalonline on May 31, 2021, at 5:00 (PST)!
Steam event link: https://store.steampowered.com/sale/mgn
Event Stream: https://live.acfun.cn/live/934542
MGN is an online conference focus on indie games, hosted by @Steamparty and collaborated between STEAM and ACFUN, we are aiming to bring more exciting games to Chinese players.
Event process (PST):
May 31, 4:30 Warm-up phase
May 31, 5:00 Online conference
May 31. 7:00 Demo showcase
Despite being streamed, all videos will be pre-recorded and edited to ensure the best performance.
Dont worry if you missed the show! We will upload all content on ACFUN and Youtube Channel (nmb.ad/ytb) after the event ends.
Hey all, I've just updated a demo with a bunch of minor changes. For those who might have saves made in the previous demo version: Please start a new save. The old one will probably immediately crash because of engine changes in the new version. Have fun and see you all in July when LOTLW might have a big beta test =]
In this entry: Making Adventurer class.
In this entry: Spore demons, making western settlements: Siw, Western Trilith.
In this entry: Making western Rezelot areas - Rannah's Domain and Silver Fields.
In this entry: Finishing work on Luma and resuming work on story quest chain.
In this entry: Adding 100+ new items.
In this entry: Finishing Luma and starting the next task: Adding 50+ new items to the game.
In this entry: Building Luma, Light of the Locked World's first city area, a high-level hub.
In this entry: Eir Meadows, event system.
In this entry: Quests!
This update adds an introduction cutscene and improves the available story quests.
Other changes:
- Improved Arrow Wall ability.
- Added the overworld system.
- Added Deserter Flat: An overworld area between Eastern Trilith and Moonrise Desert.
- Improved the start of the game: Fixed bugs, improved graphics.
- Gave interactive characters overhead icons.
- Archer's equipment crate now contains an arc instead of a bow.
- Ria now moves to a more correct position when speaking with the player.
- Made minor improvements to quest's dialogues.
- Replaced quest events with the new moment and encounter systems.
- The second rogue player meets is no longer aggressive.
- It will become aggressive if the player steals from the nearby crates. Stealing tutorial, kind of.
- Colored important parts of the quest log text.
- Fixed missing shadows and missing building tile inside 2nd Strategic Fortification.
- Reduced bow damage.
- Renamed "Gold" to "Guldens". To not be confused with "Gold" as a material. Plus, more unique.
- Rogues now have 100 less health. To make it easier for the new players.
- Fixed bug: Having a full inventory will no longer destroy items inside loot containers.
- Reduced the amount of loot - the inventory won't fill up as fast now. It really was a problem.
In the next update: Third story quest!
Have fun!
In this entry: Overworld, new story content, and changes to the development plan.
In this entry: Character creation UI redesign, demo update release.
This demo update adds a whole new area - Eastern Trilith, tier 2 equipment for all classes, combat visual improvements, dozens of small additions, and bug fixes. I've done a lot in these four months! Watch the trailer: [previewyoutube=1fGLzDeCUiI;full][/previewyoutube] If you do end up playing the demo, please share your thoughts about the direction the game is going, report bugs, etc. The feedback is - as always - very important. The information about what's in the next update is coming with LOTLW Devblog #24. Have fun =]
In this entry: Character creation, bug fixes, Devtober, competitive multiplayer, and me getting sick, which explains why I didn't publish an entry last week.
Voting for Light of the Locked World is going to end soon - this is your last to help our game to win this round of Game Development World Championship! Vote here: https://thegdwc.com (No registration needed) Thanks <3
Hey all, Light of the Locked World is participating in Game Development World Championship: It would be really awesome if we could make the game win this round. To vote for the game, simply go to the GDWC website and click the "Vote" button under the game logo. Link: https://thegdwc.com/ Thank you in advance <3 If you're not convinced, check out a trailer I made for the upcoming demo update: https://www.youtube.com/watch?v=1fGLzDeCUiI Until next time!
LOTLW Devblog is back! I decided to start writing entries again because I came up with an idea to write it like a diary - a bit every day. I've also decided to not post entries in certain less active sites, so I can use as many images as I want and not worry about getting them to work everywhere. So, here it goes:
This massive update adds two new classes, new items, new abilities, new weapon types, improved combat, new introduction quest, improved animations, improved enemy AI, new rogue NPCs, and dozens of smaller changes. As always, feedback is very important: If you got any thoughts, share them in the comments, my Twitter, or Discord. Plans for the next demo update: New area: Eastern Trilith, silver equipment, demons, player character creation, visual combat improvements. Until next time!
Hey all, This might be the last entry I write because it just takes too much time. For example previous entry - "LOTLW Devblog #14: Geography of the Locked World" - took me almost a day to write and publish. So instead I'll just make quick development updates on Twitter and Discord. Twitter >> Discord >> You can also see how is the development going on LOTLW Trello board: Trello >> Anyway, since the previous entry I have:
The demo is still not representative of the final version and severely lacks content, but it will take a few more months to fix that, and I don't want to have large gaps between demo updates. The big changes in this update are: Crafting: Use the new Alchemist and Materialist roles to craft items. Mining: Use the new Gatherer role to mine rocks for ore, that is used in crafting. Save system: Progress is now saved! Press the "Save" button on the pause menu. Item storage: Find a talkstone chest in Locul and use it to deposit items. Logs UI: Achievements + map + notes + quest log 2.0 + statistics + reputation page shortcut. This UI will be very important in the future. This demo also is the start of the LOTLW beta testing program! I am going to start adding content soon and most of it won't be available in the demo. I don't want players to get bored of the game before it is completed. However, I still need help from the players, so I will make the full version available to the beta testers. As a reward, beta testers will get a copy of the finished game. More info >> At the moment the full version is no different from the demo, but this should change soon. Anyway, now that demo is released, I am going to: - Build the entire game world out of placeholder assets. - Do an animation rework. - Implement all planned weapon types: Two-handed melee weapons, bows, and staves. - Add character avatar appearance customization. ... That is all for now, until next time! [previewyoutube=4e3CaMEes7Y;full][/previewyoutube]
This is a follow-up to "LOTLW Devblog #10: History of the Locked World", this time it's more about the locations and less about the events.
The world's name is Kayos. Its title of the Locked World has two meanings: It is teleportation-locked, meaning that standard teleportation spells do not function in Kayos, and it's also tidally locked.
Tidally locked worlds do not spin around their axes, so one of the sides always faces the star. In Kayos' case, it's tidally locked between two stars.
The side that always faces the yellow giant - Dragon's Eye - is called Rezelot, and the side that always faces the purple dwarf - Erquam - is called Erquaria.
Astronomy of the Locked World?
Anyway, as I mentioned before, the game takes place in Rezelot, Erquaria will be inaccessible.
Rezelot is the land surrounding Abyssal Waters.
(The map size is 1600x1600 try viewing it in a separate tab)
This is a follow-up to "LOTLW Devblog #9: The new development plan". This is how the plan looks now:
A week ago I've been worried about the game. While I love it unconditionally and developing it is incredibly fulfilling, I was unsure how to explain to others why is the game worthy of attention. I would go over the features that LOTLW will have, and would not find any exceptional ones. But it was a wrong approach. It's the little things that together make a game I am confident in. I have discovered that when I have started writing down all of the ideas I want to try with LOTLW. Later that list has turned into a new feature list for the game. Here it is: (Keep in mind it's about the finished game and it's just a plan for it, not a promise)
I have started working on crafting!
The current plan is to have two crafting roles: Materialist and Alchemist.
Materialists will craft items using machines known as matter kilns, which is a fancy name for a crafting station.
The process is simple: You bring materials to matter kiln, click on desired item crafting recipe and an item is made, granting XP for Materialist role.
Higher Materialist level allows crafting higher level and value items.
I was thinking about incorporating a timing minigame in the crafting process, but...
I want players to be constantly on the move, exploring new locations, completing quests, conquering challenges, and stopping only for a moment to turn collected resources into new equipment. I felt like crafting has to be as fast as possible to not waste exploration time.
So that's why I decided to make it this simple.
But not mundane - I plan to have many matter kilns, each with a unique set of recipes.
Some items will have more than one recipe, which will allow invested players to search the world for interesting kilns and make decisions.
"Kiln with recipe A uses more resources, but kiln with recipe B is in infested ruins and I'm running out of arrows. Hmm..."
Kilns also come with lore attached to them.
What goes inside them was a well-guarded secret of the Azu'urunn Kingdom, only a few dozen people had access to that knowledge, and all of it was gone when the Kingdom was destroyed.
New kilns are no longer made, and old ones are becoming faulty with time - eventually, they will all stop functioning.
You fill find broken kilns and ones that are barely functional, with recipes that turn expensive materials into useless items because a part of the mysterious machine has stopped working properly.
Your destiny as a Materialist is to gather enough understanding to be able to repair, reprogram, and maybe even reverse-engineer kilns, preventing the technology from being lost.
The Alchemist role is a bit different.
Aside from finding the kilns with efficient recipes, there's little discovery in the Materialist role, kiln recipes are not concealed in any way.
Meanwhile, Alchemists will have to discover recipes for items - materials and elixirs - by combining alchemical materials.
For example, in the upcoming version of the game, your character will be able to create disinfection fluid by combining alchemical silver and salt.
Disinfection fluid is a key component for crafting healing kits.
The goal is to have a small number of alchemical components, with every combination producing a useful material.
I imagine it will be very exciting to find new alchemical materials when each of them will be used to produce dozens of items.
Alchemy's signature creations are elixirs.
These are like potions in many other RPGs, except that their effects don't run out.
For example, if your character drinks an elixir that increases damage, the damage boost effect will remain active until your character drinks an elixir with a different effect.
And some very special elixirs will permanently increase your character's stats.
Alchemy lore is tied to Erquaria lore. Many of the alchemical materials you will experiment with are imported from that strange land under the violet sun, land in which the art of alchemy originated.
If you work hard, you may get a chance to learn from the true masters of alchemy - members of the Erquarian Alchemist Guild.
So that's the crafting!
I'm having a really good time turning all of this into reality and I hope it sounds exciting.
Until next time!
As promised, this entry is about the game's lore. Now, the full lore is a dozen pages long, so for this entry, I'll only share the timeline of the Locked World's history. The world's map is at the end of the post. So, here it is:
In this entry, I'll reveal Light of the Locked World's brand new development plan! Also, sorry for the scarce entries. I'll try to post more often from now on. Anyway, the plan.
This update adds abilities and trading system: Now it's possible to buy and sell items.
This demo update contains over 4 months of changes. [previewyoutube=GshSJHrOVe0;full][/previewyoutube]
During October I worked a lot - I was participating in what is called Devtober. Without going into details - because the entry would be way too long - here are the things I've done:
It's been a while since the last entry and the reason is that I was working on another game.
But I've been back to Light of the Locked World since September 21.
I have reworked combat - made spells activatable with different keys like in many other games and added 3 new spells.
After that, I have added roles and started working on Locul town.
So, what are roles?
In most RPGs you pick a class and then go do whatever is that RPG wants you to do - complete quests, kill monsters, save the world, the usual.
You get XP and level up, get attribute points, build your character, become more powerful.
Now imagine that instead of one XP bar, you get several, one for each of the classes and that you're no longer are locked to one class.
You can switch classes whenever you want and while you are using that class, it gains XP, levels up, you become better at using that class.
That's the role system!
Similar systems can be found in RuneScape, Skyrim, Ultima.
Currently, I have made 2 classes or roles, as they are called in-game: Survivor and Warrior.
You get Survivor XP by using Regenerate spell and restoring health.
Later you'll be able to get XP by using health-restoring consumables and maybe even surviving lethal strikes.
Leveling up Survivor increases your maximum health by 3 per level.
You get Warrior XP by dealing damage with Warrior role weapons, which are melee weapons.
Leveling up Warrior increases damage and accuracy - but it only applies while using Warrior weapons.
The next demo version will also have Mage and Archer roles, which will function in a similar way to Warrior, but it will be about flinging magic missiles and shooting arrows to kill enemies!
In total there will be 10 roles and it will be possible to level up roles up to level 50.
It should take over 10 hours to max out all of them,
In future leveling up roles will not only make you stronger, that will also be required to unlock new content.
For example, to equip silver equipment you will need to be level 10 Warrior.
The main goal for me right now is to make the first quest and finish the Moonrise Desert area.
This is what the first quest requires:
- Role system.
- Mage role and equipment: The quest's boss is a mage.
- The first town: NPC that starts the quest is in the town.
- NPC interaction and dialogue systems.
- Quest log.
Currently, I am building the town, that's how it looks right now:
When the town is finished, I'll be making the first non-aggressive NPCs and interaction systems.
So that's where the game is at, until next time =]
UI rework is coming to an end!
I'm very happy with how it looks now - buttons will move, features will be added and removed, but the style will stay the same.
Another thing that will make it to version 1.0 is the new tooltip system!
They are incredibly versatile and easy to customize - they will be crucial in building the rest of UI.
The next tasks are to convert the rest of UI to the new style - currently, only the Items page have been converted - and make a new HUD.
I'm hoping to do that next week and then start working on combat changes I've written about in the previous entry.
Until next time!
It's been two weeks since the last entry.
The first week I've been making shadows, the second - finished shadows and started making new UI.
I decided to work on the UI because it has been bothering me for a while and because I wanted to do something different after working so long on shadows.
First I played with colors and frames, hoping that would be enough.
None of the mockups felt right for the game. I want an immersive UI, and none of those felt like a part of the game's world.
I wanted something UI as cool as old RPGs had - with statues, stone arches, columns, gems, parchments, and other good stuff.
While thinking about all of this, an image flashed in my mind, it looked something like this:
I've spent an entire day trying to make it fit the art style of the game.
The last iteration of castle UI even had shelves in the inventory.
But I've run into problems.
I had two options: Make it noisy and tiring to the eyes to display all of the useful information, or hide the information to make it look better.
I really hate choosing between convenience and beauty, so I decided to drop the castle UI and try something else.
The next idea is to go for a medieval adventurer logbook/diary feel.
So instead of putting things on shelves in a castle, the adventurer would instead draw pictures of owned items on a piece of paper.
Currently, it's the best idea - this UI has the same looks as the rest of the game, it makes sense, and it's convenient.
Hoping to finish it next week.
Anyway, about the combat:
The feedback I received since the pre-alpha demo was released is clear - combat needs to be better.
Like castle UI, position-based combat seemed like a great idea at first.
It turned out that it's just more complicated than it needs to be and has no significant benefits.
I want to get rid of the position aspect of the system, and instead, allow to use attacks everywhere with different buttons as many other games do.
I also want players to be able to change their strategy during fights and have more options.
The weapons should offer 3 or more ways to defeat an enemy.
For example, ideas for the iron sword:
Attack A:
A quick attack that deals low damage, but makes the target bleed and increases movement speed temporarily.
The plan is to jump to the enemy, make it bleed and run away, repeat until the enemy dies.
Attack B:
A slow attack that in addition to dealing damage, binds both you and the enemy.
There is a short window for the enemy to escape.
The plan is to bind and outlast the enemy.
Attack C:
Creates an energy field that deals high to enemies that are performing attacks against you.
The energy field will also deal low damage to enemies around you.
The plan is to create the field and punish aggressive enemies, then finish them with area damage.
A is effective against C because you don't have to stay in the energy field. A is useful if you have low health and can't afford to take too much damage.
B is effective against A because bleed is only useful if it's possible to run away. B is a good option if you can take some damage or an ally is healing you.
C is effective against B because it requires the enemy to attack you. It's also a defensive option because it punishes enemies that are attacking you. Also effective against enemy groups.
This should give the player plenty of choices and make new things possible with AI.
NPCs could react to what you're doing, for example, try B when you're doing A.
Then you can switch to C for that retaliation damage or B - if you are confident that you can outlast the enemy.
I have no idea if this will work, but I think it's safe to say that the next version of the demo will be more interesting to test!
I'll be changing the combat when I'm done with UI and other graphical improvements, so in a week or two.
That's all for now, until next time!
Go to store page >> The purpose of this demo is to show what the game will be like and gather early feedback. Feedback form: Link >> To complete the demo content, obtain a full set of iron equipment, cape, sash, and amulet. Note: To do PVP, find and equip red cape. This will change your faction alignment, allowing you to attack the other player. Have fun!
EDIT: I posted this on Sector Six hub by accident. Sorry!
After releasing the alpha demo I've been working on improving the game's graphics.
I've started with small things - cloud shadows and sand particles.
Cloud shadows went through several changes:
Currently, cloud shadows are still not finished because I started working on non-cloud shadows, which currently look like this:
I've also made minor changes to attack animation, added idle animation, and changed the font.
Improving graphics is just one of the many things that I want to do before releasing the next demo version:
Add interior system and Locul town
The demo should be uploaded to Steam soon if it's possible, but meanwhile, you can already download it from: GameJolt >> Itch.io >> GameDev.net >> IndieDB >> Send your feedback: Link >> Have fun!
This week I finally fixed area loading and now I'm building the first area - Moonrise Desert.
Here are a few screenshots:
About Moonrise Desert:
It's an arid land around Moonrise Site, the place where Demon Moon was built and risen.
Demon Moon is a giant iron sphere built to be a prison where demons are taken when they are banished with Ritual of Banishment.
Demons must be banished because they are completely indestructible.
Moonrise Desert is very rich with iron, the ore veins are close to the surface and are easy to mine.
That's the main reason why the Moon was built here.
Pits and ditches in the desert are left by mining to get all the iron required for the Moon.
Currently, the only humans in the Moonrise Desert are exiled criminals.
Anyway, I also want to share an epic track from LOTLW's OST!
Music for Light of the Locked World is composed by Bert Cole, a musical genius who has also made Sector Six OST.
https://steamcommunity.com/sharedfiles/filedetails/?id=1779042316 Capital of the World will play in Eiralta, world's most important city.
If you want to know more about Bert Cole, visit his website:
Link >>
That's all for this entry.
Until next time!
This week I've been working on UI.
I've done two things:
1) Finished the first version of Items page. Items page is inventory + equipment + stats.
2) Changed the way game handles UI, fixing a lot of problems and making the process of developing UI much faster.
UI still needs a bit of work, but most of it is ready for the pre-alpha demo.
Now the only big obstacle left is area loading - I'm still stuck on that.
Anyway, I was suggested to write about the combat, so let's get into it.
This is how combat works:
Holding attack key - can be any mouse button, controller button, or keyboard key! - will charge up attack.
Once it is charged, animation plays and attack is executed.
Where it gets interesting is attacks themselves.
The player always has 3 combat spells: Melee position spell, limited position spell, and open position spell.
To execute a melee position spell, your character must be in a melee range of an enemy character.
In pre-alpha demo melee spell simply deals weapon damage to the nearest enemy character.
To execute a limited position spell, your character must be near something that you can't move through - rocks, walls, cliffs, bodies of water, etc.
In pre-alpha demo limited spell restores 10% of health. Currently, it's the only way to restore health.
To execute an open position spell, your character must not be in limited and melee positions - away from enemies, edges, and obstacles.
In pre-alpha demo, open spell teleports your character to nearest enemy melee range and binds the enemy for 4 seconds. Bound characters are unable to move.
In future combat spells will be determined by the equipped weapon - this is where limitless design space comes from.
To make weapons and combat have good variety all I need to do is add about 50 combat spells, which is not too difficult.
Another important aspect of this system is that level design changes the combat.
I can make long, narrow passages where open position spells are impossible to execute, fields with no limited positions to retreat to, and trap-filled mazes where enemies don't let you get close for melee spells.
So to summarize, in the end, combat should become varied, highly customizable, easy to learn, skill demanding, and PVP viable.
A combat system to be the core of an RPG =]
That's all for this entry!
If there's something you want me to write in the next entry - let me know in the comments.
Welcome to the first LOTLW development blog entry! Light of the Locked World is what happens when old school MMORPG is turned into small, but dense RPG with local splitscreen multiplayer. I have started working on it in 2018 October and serious development began in 2019 March, when I released the last content update for my other game. Here are other important moments:
Light of the Locked World is now live on Steam! If the game has sparked your interest, consider adding it to your wishlist - the wishlist count will help the game a lot during the release. If you need more information about the game, go to Q&A thread in discussions - questions are usually answered within a day.
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