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Update 006 - First Track of Epic Manager's Original OST Revealed / New UI / Enemies
#1
Wink 
Greetings friends, and welcome to this new development update!

Simon’s Ramble-Preamble

It’s (again) been a while since our last post. This is, in fact, good news!
Wait, what?!

Yes! Good news indeed, because it means we, here at ManaVoid HQ, been spending all our time on developing the game! Seriously, we have! Although the long hours sometime take their toll on our sanity (in a good way), things are going very well here at the studio and we’re very eager to present all of you with the first playable version of the game soon! (More on ETAs at the end of this update).

In the meantime, it’s a pleasure for me to write these lines today to let you amazing people know what we’ve been up to since Frank’s latest programming update. As usual, keep in mind that anything read/seen here is still subject to change (and, if so, always for the best!).

So, without further ado, LET’S GET STARTED!

Here’s the first track from Epic Manager’s Original OST !

Would you care for some EPIC music while reading this update?! Well HERE IT IS!

It is an immense pleasure for us to present you with the first track from Epic Manager’s upcoming Original OST – Astraeus’ World Map Theme!

Produced by GeekSound Factory and composed by Jeremi Ménard, this epic track and it’s many variations will accompany your parties’ discovery of Astraeus on the in-game World Map!
 
ManaVoid partners up with GeekSound Factory to bring you audio epicness!

[Image: Update006-01-GeekSoundFactory_03.jpg]

In our last update, Frank quickly mentioned our new collaboration with the guys from GeekSound Factory. Well, it’s official!

We’ve been spending a lot of time in the past couple of weeks with Dan St-Jean and Patrick Lavoie, the two GeekSound co-founders. Aside from being amazing people on a personal level, these guys are incredibly talented and quickly became really invested in the project. We’ve given them carte-blanche for all in-game sound and music elements, and their input so far has already brought the production quality of the game to a whole new level - in short, we can’t wait for you to hear more of their work!

Programming – A new Hero joins the Epic Quest in the Realm of C#

For a small indie studio like ManaVoid, getting surrounded by talented collaborators can really prove to be a game changer when developing a new project. Over the last few weeks, we’ve had the pleasure of welcoming a new friend and programmer to our geeky fellowship.

Soon-to-be software engineer Louis will be with us full time for the next couple of months, and his presence in the office is really being felt! He and Frank have formed what has already proven to be an unbeatable programming task-force, refining existing systems and tackling new ones with blazing efficiency. In other words, good job guys!
 
A Battle on every front!

More seriously though – Louis and Frank have lately been pouring a lot of hours on the Combat System and it’s core mechanics – Progression, Spells, Enemy AI, etc. Almost everything is now fully functional in those regards, and Frank has begun creating the numerous particle effects that will be shown in combat. The next step will be to integrate these with character animations (also being worked on at the moment) and sound effects.

The power of words....

Over the last few weeks, Chris has been writing more and more. Love letters? Nah, Quests, Lore and Encounters GALORE. 

The amount of content the final release game will have is staggering for a team the size of ours and behind every quest, every encounter and every world event, there will be a story (or should I say, YOUR story).

On that front, too, very good progress is being made! It’s nice to see those huge database tables getting slowly filled up with narrative elements – expect a LOT of pop-culture references, puns and surprises!

First Enemies Revealed! Goblins and a glimpse of the elusive Ratmen!

It’s been a while since we’ve shown you some new characters. This is because it took the whole team a while to design and program the core mechanics of the game, and because we’ve so far been testing out our ‘’Combat Gym’’ with adventurers taking up the place of actual enemy sprites. NOT ANYMORE!

Last week, we began introducing the creation of new enemy visuals to the weekly to-due lists. More precisely, this means we’ll be introducing a new enemy race to the game each week for the foreseeable future. The first to be introduced and shown here today are the goblins!

Here’s a look at the Base Model for the goblin race. Every enemy race base model comes in 3+ color variations.


[Image: Update006-02-GoblinModel_01.png]

And here are the five goblin sub-types currently in the game. Every enemy race comes in 5+ sub-types, each with their own armor, weapon and accessories.  

But wait! There’s more! Every enemy sub-type is also further segmented into 3 difficulty levels (Novice / Veteran / Elite), each with more or less visual elements shown to clearly illustrate their hierarchy.

[Image: Update006-03-GoblinTypes_01.png]

Expect many more enemies to come in the following weeks! Although some will remain hidden until you get your hands on the game, i’ll make sure to reveal some of them in future updates and post them here for you to see! Speaking of which, here’s a first WIP glimpse of the Base Model for the Ratmen! 

[Image: Update006-04-Ratmen_01.png]

A new Art Direction for the Game’s UI + Improving the flow of information

Following Update 4, we took some time to re-evaluate the UI elements that already were already existing, in order to plan the next elements to introduce. As often happens when you start looking at something closely and with hindsight, you realize it could be improved. Such was the case with the game’s UI and, well, it has!

Pretty much every UI element in the game has been redesigned / re-sized and re-skinned to make the whole interface more clean and fun to navigate, as well as looking more colorful an in-line with the game’s fantasy vibe. Here are a few of these revamped elements, as well as some new ones! Here are a few screenshots taken from our Illustrator work documents. 

[Image: Update006-05-CharSheet_03.png]

[Image: Update006-05-ContractPrompt_03.png]

What’s next?

We’re always introducing new content to the game!  Every day, new systems and elements are being created, and existing ones are improved upon and fine tuned.  In future updates, we’ll address things that have not been covered so far (Spoiler – like the revamped world map and the systems behind your agency’s overall progression), and we’ll keep revealing more and more visuals as we draw closer to the closed-alpha release!

When’s that Closed-Beta release coming?

We’re still on schedule for the Closed-Beta - the first chunk of epicness should be here in early September! There’s still a long road ahead for us to get there, but the team’s die-hard dedication and love of the project will make this possible!
 
Wrapping up – YOU’RE AWESOME!


Every morning, we wake up and head to the office. There, we work long hours on the game we’ve always wanted to make – and that’s all thanks to you! We’re still as thrilled by this project as we were on day one, and probably even a whole lot more.

We’re always happy to read your comments and answer any questions you may have! Don’t hesitate to reach out to us here on the Forums, as well as on Facebook and Twitter!
Best regards friends, and see you again soon!

- The ManaVoid Dev Team


[Image: Epic-Manager---Kickstarter-Logo---620x465.png]
Simon 'OISIN' Girard
ManaVoid Entertainment
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#2
Great update! Thanks for keeping us in the loop Smile Looking forward to September!
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#3
Yaay, update time!

Sleep-deprived SimonSimon still has 3-star potential? If I'm fully awake, I barely reach two stars potential. :-P

Keep drawing up those cute enemies. The game needs cuteness!
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#4
Great progress. Can't wait Smile
Regards,
Kickz
----------------------------
Cool Happy Gaming Cool
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#5
Everything looks great. Can't wait for September.
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#6
Looks awesome! Don't drop the potato Wink
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#7
Thanks for the update. It sounds promising.

Could you go into more detail about how the new combat system works?
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#8
(06-16-2015, 06:53 AM)ArchRylen Wrote: Thanks for the update. It sounds promising.

Could you go into more detail about how the new combat system works?

Hi ArchRylen,

Well like we said we are working on a turn based system akin to what could be found in older Final Fantasy titles, with some twists. We will get back to you guys in more details, of course.

For now, I'll give you details in no particular order since you asked. 

So, you can build parties of 1 to 4 adventurers and fight enemy parties of 1 to 8. We are implementing an Action Point system to manage what a character can do in combat. We need more test before we have a final version, but for now adventurers and enemies regen some AP with a based number bonified with the Charisma stat. We have an initiative system based on agility, a stat that also affects dodge and critical chances on basic attacks.

For each class, an adventurer chooses 1 of 2 skills that he can use in combat (so 1 new skill every new class with a maximum of 5 active skills) on top of a basic attack, a defend, a use item option and a flee mechanic (that we still have to implement).

We also have 5 damage types (physical, arcane, fire, ice, electric) that each have bonuses and resistance to toy with for maximize damage. They all have their effect like bleed, burning, frozen, shocked, enfeebled.

Each enemy race will come in 5 types and each type has 3 ranks. Enemies of the highest rank have 3 different skills that they can use. Races and types give enemies bonuses to give them synergy potential and weaknesses.

Like I said, we'll get into the details soon enough. Smile
I hope this gives you a overall idea.

Frank.
Frank "Lalight" Lalumière
ManaVoid Entertainment Dev Team
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#9
(06-16-2015, 07:06 AM)Frank Wrote: So, you can build parties of 1 to 4 adventurers and fight enemy parties of 1 to 8. We are implementing an Action Point system to manage what a character can do in combat. We need more test before we have a final version, but for now adventurers and enemies regen some AP with a based number bonified with the Charisma stat. We have an initiative system based on agility, a stat that also affects dodge and critical chances on basic attacks.

So flashier characters can do the fancier, high AP cost moves more frequently. That's clever.
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#10
Will the beta be just Win or possibly Mac as well?
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#11
(06-16-2015, 09:38 AM)AaronTs Wrote: Will the beta be just Win or possibly Mac as well?

Hello AaronTs! 

We're aiming for a dual Win/Mac release, although future platform-specific tests and tune-ups are still on our to-do lists.
Our Dev Engine (Unity) and all main plugins fully support multi-platform integration, so this should not cause too big of an issue. Smile
Simon 'OISIN' Girard
ManaVoid Entertainment
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#12
Awesome Smile Thank you for the update!
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#13
Thanks for the update, I'm really looking forward to this. Keep up the good work!
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#14
Thanks guys for the support!

Much appreciated. Smile
Frank "Lalight" Lalumière
ManaVoid Entertainment Dev Team
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