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Unsung Story - July Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jul 7, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]In the July update for Unsung Story, is the name of the world the game takes place in.

    [​IMG]

    Welcome to Lasfaria, the location for the 77-year war between the Alionne Kingdom and the Saxtel Empire. It represents 11 months of digging in, hard decisions, and pushing forward to get where we are today.

    Various names for the world floated around in the documentation we were given like Rasfalia, Razzfaria, and others. But Lasfaria was my favorite, and I felt it was time we finally named this down.

    ...

    General Update
    • All 51 missions are now in the game. This is a big milestone for the game, and now begins the long road of building out and perfecting the gameplay of each level.
    • Lots of work refining the narrative. We spent a significant part of June fleshing out cutscenes, character dialog, and story moments. Each mission design had to be reviewed and in many cases modified to make sure it still contained all the elements necessary for the story.
    • "Crescendo Attack" system created. These are the big ultimate attacks that are meant to change the pace of combat and deepen the strategy of the game.
    • Initial AI design created. Currently each unit has the same priority system, but moving forward we'll be starting to differentiate how the AI plays each class, so they take advantage of their core abilities.
    • Initial Tutorial created. This is a rough pass through the tutorial elements that happen during the first two missions. The goal is to keep tutorialization as light as possible, while the player gets into the game. We expect to learn a lot from our early alpha testers to help us.
    • Significant work on core game flow. This covers critical things such as the order in which abilities are resolved as well as the order in which UI and animations are played and displayed.
    • Added many base animations to the game. These include locomotion (movement between nodes), scaling/climbing, dropping to lower tiles, Disciple Bo-Staff attack (used for all physical attacks currently), Archer basic draw and release (used for all projectile attacks currently), reactionary animations for buffs & debuffs (basic stagger).
    • Basic progression is in the latest build. Players can now save, load, and create new games.
     
    Last edited by a moderator: Jul 7, 2018
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