Progress Update / Screenshot Showcase (6/13/2023)


Hey all, another development update for Atlyss is here! Lots of progress has been made in the past few months and I'm here to showcase some of it here on this devlog. To no surprise, the projected public demo release date for May has not been met due to the overall workload reality of the situation, but don't fret-- development has been going incredibly smooth and I would safely say that the game has now pretty much surpassed what the last public demo can offer. Just needs more polish, more skills, more enemies, more gear, etc.

I am greatly excited to have the new public release for the game, hopefully asap, so that it can be seen how much has improved and bolstered since then. On occasion I like to go back to those old proof of concept 2021 demos just to play and compare, and really, it's practically night and day in difference, for the better. 



This is the first test dungeon which is available in the Patreon supporter incentive build 0.1.7b, which ended up actually feeling good enough for me to consider graphically enhancing it soon. I also made the development process easier for myself by taking advantage of the Unity Gizmo system, making it look similar to Unreal Engine 1's map editor (which is something I like to mess with from time to time).


Platforming in atlyss has recieved a little bit of an upgrade, where you can now ledge grab on applicable platforms and jump up with ease. Rope climbing is also added too, but it does need to be polished and worked on more.

The first terrain based "field zone" is also being worked on for the public demo, which will function as a highly re-playable game session instance that changes spawn-points, treasure chests, enemy spawns, and gateway puzzles on every play-through. Eventually when I add quests to the game, they will act as an entire instance override that will even further change what appears in the map. Unlike the field zones, dungeons will act always as a "linear point A to B" map.

The base skill system is entirely upgraded in the sense that you can actually apply rank points to your skills and drag them onto your action bar. In the game, you are given a 6 slot skill loadout bar, and while in the HUB / safe zone, you can set your skills. This will help me as a solo-developer to balance out how skills works to prevent the overwhelming stress having hundreds of skills on many toolbars. 


That's all for now, thank you so much for your patience and your interest in the project! There's still quite a lot to do, but I am enjoying every minute of the process. In the meantime, I will be continuing to bust ass on getting that public demo out. If you'd like to support me and try out these incentive early builds for yourself, you can join in on the Patreon.

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Comments

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(+2)

I am so, SO glad you're still working on your rad stuff like this.

(+1)

this looks awesome! I'm glad it's getting progress

a little suggestion: I love how the shark tail moves in the second image, perharps more clothes / armor could move the same way?

long capes flowing when you move? open jackets that flaps when you turn? slightly showing their butts when the clothes move the right angles? 

maybe different armor for full body that takes over chest, leg and fett slots?

Hey Kate, there will be more clothes meshes and capes. How equipment is built is that chestpieces visually cover gloves and shoulderpads while leggings can cover boots. There will be no shoulderpad, gloves, or boot slots to downsize workload for stat balancing. There's also robeskirts too, which I just covered recently:


(+1)

I'm glad to see more progress on Atlyss!

(+1)

Looks great<3