Atrophia development diary: Diseed Lands No. 8
I’ll tell you a little about our game. This is the Action RPG in the setting of the Celtic Dark Middle Ages
Semi -finalist of the Unreal DEV Contest 2021 contest.
The world of atrophy will immerse you in an extraordinary history. A story where death is closely intertwined with violence, betrayal and fear.
Not only killers and looters filled the lands infected with Aunan, but something more terrible, that you would not want to meet and what any unsuccessful wanderer would prefer death from the hands of the bandit.
Our project will provide you with the opportunity to choose your fate – a wandering merchant, a courageous warrior or even a fiery killer who does not disdain to pick up the acquired peasant.
The project is inspired by such projects as: God of War, Dark Souls, Hellblade
Our team consists of many talented people who constantly exchange experience and teach each other. Our Kostyak Senorov allowed us to strengthen the advantages of references and begin to develop a unique game with a wide variety of mechanics and an exciting atmosphere that would not leave anyone indifferent.
Now our team has about a hundred developers from all over the world. And these are not only newcomers and juniors. About 25% of Middle and Senior level specialists work in our ranks. Therefore, each new build is a rapid growth in the quality of gameplay and new content to endlessly delight you.
If you want to become part of the team, then fill out the questionnaire and one of our representatives will contact you!
Previous issues you can find here https: // vk.COM/@atrophia_gws
Team
Recently, quite a few new cool people have joined the team. They all have confident skills in their field, so the development pace has increased.
We strengthen planning and raise the threshold of joining the command. This gave its fruits in the past sprint, so we develop this direction more actively.
A little negativity
The summer season forced many to move away https://noverificationcasinos.co.uk/anonymous-casino-sites from work for some time, and to move from monitors to bright sun and cool water, but one way or another, work on the spot is already on the spot, and people are already slowly returning to work.
Faced with the failure to fulfill the tasks on time and because of this, the overall pace of development was inhibited. I had to think more deeply with the work with the soldiers and the control of the deadlines.
In general, there is a lack of good specialists. Our game has reached a level when serious development has gone and the “thresholds of entry” are increasing. The load on the “old people” lies and you have to tighten your skills, take new areas of work.
A lot of positive, or what we managed to do during this time
All together and cheerfully switched to a new version of the engine. Expected to be a little painful, but not! They also transported all the repositories to the new server.
The breeds were slightly rocket and made a reinforcing station. Along with this, we cleaned all the repositories and recreated an excellent hierarchy. It has become much more convenient to work with them and the time is saved to search for various information.
Again upgrading the separation of the commands and again reap excellent fruits of this action. You need to work not only on the game, but also on the team.
Drinking the entire QA department for inactive and gained a new, strong team of QAshnikov. The department moves forward with semi -mini steps and we did not even expect such results.
The team of narrative designers finished work on the prologue, with which they can be congratulated. Now they have to process the dialogue system, after which it will be possible to wish good luck in working on the main part of the game.
Gey designers, in turn, finished working with the quest system and lorus dialogs. Finished the levela dock in the mine, finished dizdok for the sacrificial altar, a dizka on the map and a lot of little things a lot. In many ways, they just had to grind the ready -made mechanics, so that the case is just fine in this department.
A great UI specialist appeared in the team. All the menu windows were processed, all inventory. It became much nicer and more spectacular climbing the menu.
We processed the combat system. The former fighting was very slow and viscous, similar to a bad version. One of the main chips of the new fighting was a strongly increased dynamics. The second important component was a high degree of synergy with a tree skill, the focus is more shifted by specialization, your weapon will depend on your pumping, for example, there are perks for one -handed and two -handed, blade and cutting weapons and others. An important factor was the replacement of strips of stamina stripes, similar in terms of functionality to the concentration of Sekiro and Star Wars Jedi: Fallen Order. The Combo attack system was added and the opportunity to interrupt animations became possible. If you briefly summarize all the changes, then the fight from the first part of Dark Souls or Mortal Shell with their slow and viscous gameplay made a jump towards God of War (2018) and Sekiro: Shadow Die Twice.
The development of artificial intelligence (almost as real, only artificial) is in full swing! Until recently, the characters were able to perform only basic actions: walk and attack, but now the NPS has learned to run away from the hero, and in the future, the functionality will only expand. We hope that Skynet will not be born from the code of our programmers.
Our developers finished work on the IK, added a turn of the head there (the beard now does not live its own separate life), stirring with the ears, raising the eyebrows in surprise in the conversation and other little things that make the NPS more lively.
Work on the light started, as well as tight cooperation with the artist in the environment, so that locations are gradually beginning to acquire a complete appearance.
The work on the concepts of all the main buildings in the village, except for the forge, ended (it is not as simple as it seemed at the beginning). All details and interesting places were polished and already put into work.
Plans
We plan to remake HUD, now there are lively discussions and ardent disputes about how it should look like to complete immersion in the atmosphere of the game.
Created the calendar of competitions and plan their active visit. Separate news will be posted before the contests themselves, on which you can find out about us.
We launch a discord server where you can receive unique information about the game, as well as chat with developers and play with us any games.
A lot of work within the team. We want to improve the interactions and processes of work in order to make the result – the game – better.
By the end of the year we plan to move from the status of the studio to the status of the company. Little by little we prepare documents for registering an LLC and communication with investors.
We will resign the game for Qol (mechanics and features to simplify and improve game experience, usually insignificant) features. We look that we can do along with the main area of work. Cloak physics, improvement of animations and their processing. Adding and t.D.
Due to the incidents, the release of the trailer was deposited, we finished most of the installation, but the specialist who is engaged in the last stages, so far, is busy and we are waiting for his exit, tentatively in early autumn will be ready. This is our first experience with a trailer record, he went out short, but we decided to try to make it in a unique format, namely with living actors and decorations.
We have grown strongly on command and by the end of the year we plan to attract an even larger volume of people to our project, we built a lot of processes and, after mastering the management of the current team, realized that we could pull the expansion of the team, so we call everyone to us.
We are now actively establishing the work of the community of managers and build content planes. So wait, soon there will be many new interesting details about the development.