Since a week into development when I first tested the prototype I've known that Chronoclysm was something special. I've put a lot of work into it since then but that raw chaotic paradox fun at the core of the gameplay is stronger than ever. The rest of the game has all been put in to try and get the core experience to be more accessible to people. I initially very much wanted to enforce a local experience. Part of the design was to give the experience of playing the SNES on a couch on a Saturday morning. Time changes though and PC gaming has changed the way we can approach multiplayer and I've had a change of heart on the online based on your guys feedback. It's limiting the experience not having it. Deciding to switch to online play means the game has to change in a lot of ways. Couch multiplayer isn't going anywhere though, no worries. It will be expanded though so that 1-3 people can play online from the same computer. Or 4 still too but that will fill all of the slots so it's not really online is it? Made a dev log post about the technicals a bit more in depth here I had nearly completed a level editor for the workshop before making this decision. So I'm going to be lumping all of it into a really big update. Wanted to give you guys a bit of heads up with the features. All of this will be made available for anyone who has purchased the game, not DLC. Just more content for the same price you already paid! Brief overview of coming changes:
- Online Multiplayer (All Modes) with up to 3 local players. (4 would be local only. Durr)
- Custom Challenge Victory Conditions (not just targets and shards)
- Arena's will be separated into Battle arena's and custom arena's (So capture the crystal and king of the hill will still exist as concepts but will now have dedicated maps along with a huge possiblity of other maps). Battle Arena's will use the classic paradox scoring system. While the Custom ones are like challenges and use a much more open ended logic system to determine rules.
- Pits/Water will no longer be solid, but instead players will resist being pushed until a threshold is met. So knockback will cause drowning. But you will resist accidentally walking into pits.
- Challenges will be available for more than one player
- Level editor with workshop integration
- New main menu navigation
- New arena hazards
- Visual logic tool for creating complex rules in custom maps.
- Unlimited new arena's and challenges
- New stage designs (level skins)
- New Music
- New equipment
- Enhanced equipment system to work with Challenges.
- Baddies will be present in more than just the survival mode
- Removing elemental system. Replacing with something simpler.
- Equipment Chests
- Camera changes to facilitate large maps and multiple people
- And a whole bunch more things that I'll throw into the final notes when its done!
[ 2016-06-22 23:14:29 CET ] [ Original post ]
🕹️ Partial Controller Support
Gameplay consists of short quick paced action rounds. Each one echos forward. Every missile summoned, bridge built, bomb laid, or sword slashed plays out again. Unless you change it.
Round after round the battle builds up. Selecting a new class to utilize in the fight for victory.
3 Game modes covering the gamut of couch multiplayer experience
- Arena 2-4 player head to head action
- Survival 1-4 player co-op hero defense.
- Challenges Single player puzzles that demonstrate the full range of mechanics
Heavy customization for the arenas and options with multiple maps and hazard layouts for refining gameplay to your personal tastes.
Equipment and items to tweak core gameplay mechanics.
- OS: Mint.Ubuntu
- Processor: 2.0ghzMemory: 1 GB RAMStorage: 300 MB available space
- Memory: 1 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
- Memory: 2 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
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