Release of Protocol v 0.2.0


Version 0.2.0 is now available!

Hello, I'm Chris the lead programmer for this project. In this blog I'll detail out how some of our game functions are coming together and what players can expect to see in the next build cycle.


Release Highlight

Skill systems

We're happy to roll out the first version of our skill system. This system interfaces with several core systems and really adds alot of depth to the game. On the surface, players can now fire dynamic skills that can be seen in the HUD. This skills have cool downs that lock the skill out from use and the system dynamically updates the UI to give the player feedback. For testing purposes these cool downs are quite low. In our first iteration of this system we wanted to focus on projectile skills. All of the skills in this build focus on this. Expect to see and expansion on this in the near future.

With how we are handling the object data, we were also able to get an elemental damage system up and running on the back end. The skills have elemental types that are checked vs the targets they hit. Bonus damage or reductions are calculated through the combat manager and damage is applied. We are really happy with how this turned out. Expect to see new mob types with elemental effect in the next patch or two. With this system we can now introduce elemental specific mobs to increase the challenge level and give players a reason to use more than the max damage skills.

In the next patch we expect to have more damaging skills as well as our first buffs coming online.

AI Improvements and Combat Polish

In our last build we had the basic grunts of our two factions setup and running through the Emerald AI system. This tool has been fantastic for us. With this patch players can now fight Mechas and Infiltrators from Dr. Leuka's faction and Serpents and Infector Hives from the Infector faction. All of our enemy models have been modeled, rigged, and animated by our team.

On top of the AI change we've done a major overall on the melee combat systems. Players still have light and heavy attacks, but we did away with several of our static animations and mixed in a lot more combo variety. This means player will see different finisher animations when combing. 

UI Integration

We rolled out our combat HUD, ingame menus, and main menu with this patch. The combat HUD is mostly operational with player and hero health bars, hero icons, and skill buttons in a finalized state. We are currently working on some bugs with our minimap scaling and expect to see that fully operational by next build.

Our ingame menus are active but are mostly just placeholders at the moment. Our UI and System programmers will be working to get those two components fully connected for the next build. This means that players should have access to skill selection, skill upgrades, hero selection, and hopefully version one of our quest log. 

World Development

Our worlds are something that we're extremely proud. Thanks to one of our sponsors (Synty Studios) we have a gigantic selection of low poly assets to use to build environments. This does not come without its own struggles though. The level design guys have spent hours working on detailing the map, adding a real world feel to our low poly game. As with our first build, players can climb on structures and objects around the world. The interactions can be a bit tricky to deal with, considering how many colliders are at play. As you play this build we welcome feedback on how the worlds feel, and how your able to navigate them. 

In the pipe, we have our Construction level that should be done with detailing by the next build. If you have played around in our City level, the Construction area is about 3 times the size! Plenty of places for us to stuff content! Additionally, I expect that we'll see the first playable underground Dr. Leuka base. This will take players through a series of navigable obstacles with intermixed combat encounter. 

Boss Battle!

Finally for our feature this patch. We are happy to introduce Dr. Leuka phase 1. This encounter is one of three boss encounters Ethan has envisioned for Protocol and we're so glad to finally bring it to life for him. In this encounter Dr. Leuka takes the form of a large computer monitor propelled by a single wheel. At various stages through the fight Dr. Leuka activates overdrive and speeds around the room trying to knock the player over and releasing many minions. Player must deal with increased damage and new abilities as the fight carries on. 


As I said above we would love feedback on this encounter and all of the content we have prepared for this build. Below I will include links to our google forms where you can send us feedback or report bugs.


Bug Submission Form
https://forms.gle/kgBPtzAZ1xjkNpQd6

Feedback Form
https://forms.gle/XStBsxSjxb2KbXWr9


Thanks for reading and enjoy the game!

Files

Protocol_v0.2.0.zip 374 MB
Jun 04, 2020

Get Protocol

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