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Notice regarding the news with Unity and how Atlyss will continue development going forward:

It's come to no surprise that Unity has once again made a pretty terrible decision on their part to not only completely disappoint me, but also feel completely taken back and concerned I am for the future of Atlyss and other potential projects I have in mind / under development with the engine. Because of this, I've started to learn Godot on the side as I develop Atlyss in Unity. 

There's no 100% guarantee that I'll be porting Atlyss to Godot right away / super soon, considering that a lot of elements for Atlyss are quite complex with the networking and how the game is constructed around it. However as time goes on, I will be developing small simpler pieces from Atlyss (such as the movement, combat, inventory system) in Godot for the future if porting will be absolutely necessary and Unity doesn't roll back anything and regain much of their trust back. 

I would prefer to keep using Unity for this project since I've already gotten over a years worth of progress in, but there's no telling what things will end up being and the radio silence of it all from Unity themselves for the past week has not been encouraging in the least bit.

Also because of the news, I can't say that this week has all been the greatest for my productivity, so anything that I have promised from the new build release notice prior have been set back, and for that I apologize.

Anyways...

A new build is released for 5$+ supporters! Here are the notes:

== GAME ==

  • Added charge move for blade / sword combat.
  • Updated blade / sword combat functionality.
  • Dashing now resets the gravity multiplier, no longer giving the chance to dash near the ground while falling and causing no dash effect.
  • Dashing now increases your "rev up" run speed to it's maximum instantly.
  • Updated Podiums map.
  • Added a WIP boss enemy to maps Podiums and Test Room 02: "Slime Diva"
  • Mekboars are fixed up, they should no longer stall and run in awkward directions after charging. Damage collider from their charge fixed to emit much shorter.

== STAT ==

  • Updated experience dampening for killing lower level enemies, you now gain a little experience rather than none if you kill an enemy three levels lower than you. 5 levels or lower, you will recieve none.
  • Updated Health / Mana / Stamina progression curves for every level.
  • Damage outputs from weapons updated.
  • Weapon types now have Attribute focuses. (Example: Damage from a dagger (Dexterity Focus) will deal slightly lower damage if the player has low Dexterity) 
  • Weapon damage now caps by x2 of it's end range damage.

== DISPLAY / SOUND ==

  • Slightly Updated Kubold idle animation, they now look like they are breathing normally rather than awkwardly tilting their torsos
  • The running animation speed multiplier now takes account of your overall movement speed % rather than being entirely independent.
  • The base "Classless" class, "Freelancer", has been renamed to "Novice".
  • The Kubold "bean eyes" are adjusted to be a bit more straight than bent.

Comments

Kiwi-kun

Even with Unity's terrible business decisions, I'm sure you'll be able to adapt, and keep up the good work with Atlyss! take all the time you need to work on this project, and I'll be here for you to support in the ways that I can!