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Artemis First Playable

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  • Bali_Lenni
    commented on Guest's reply
    (( Have made this suggestion before: The sound score in the now Eternium is really nice as well, yet I always have it turned off and that is a real shame.... reason the sound score in hometown is too loud (relative to other scores) and aggressive - spending a lot of time in hometown off-battle , it just becomes unbearable after a few days; hometown is more suited to a calm non-obtrusive sound score. Maybe others feel the same way as well ?)) (sorry if this is the wrong place for this post...but it would be so nice to play with sound back on, at least in Artemis)

  • Adrian (Developer)
    commented on 's reply
    About classes... there's something new we are bringing to Artemis: you will be able to combine two hero archetypes. You start with one class/archetype, and during your progress you will be able to pick another one. We think this kind of system will enable players to customize their playstyle to a greater degree and add a lot of replayability to the game.

  • Adrian (Developer)
    commented on Guest's reply
    There's more to it than the eyes can see, no pun intended
    Our team was joined by a very talented sound designer and it shows.

  • Ozymandius
    replied
    Nice to see that there is an option for cooperative game play, can't wait to give that a try. The Whirlwind animation looked cool. Will all three classes of hero be represented?

    Leave a comment:


  • Guest
    Guest replied
    I completely missed this one before, but having watched on Youtube with headphones - I love that you have directional sound in there, additional clues as to where enemies are located even when they are off-screen. I wasn't expecting that so early in the development phase!

    Leave a comment:


  • Bali_Lenni
    commented on 's reply
    Thank you for considering the mobilers and their specific needs right from the start.
    ​​​​​​​Happy developing !

  • Guest
    Guest commented on Guest's reply
    Thanks Adrian, that's all good news. Nice to know these things have been considered already! I know it's still very early days, so looking forward to future progress updates

  • Adrian (Developer)
    commented on 's reply
    Our priority was indeed getting the movement & combat right, it's the most important element for this kind of game. We are happy with the current status but there's still a lot of space for improvements. The mobile version has a lot brighter light setup, we recorded the video on PC to get that dark mood.

  • Adrian (Developer)
    commented on 's reply
    The user interface is "programmer art" for now, and will for some time, until we refine the user experience. That's a common development flow. Then will polish it. Good thing we did not show the login & hero creation screen :>

  • Adrian (Developer)
    commented on Guest's reply
    Keen observation :>. We changed the camera perspective at the last moment before shooting the video and some houses got in the way. We do have the system in place for fading out parts of obstructing meshes (as you can see on the trees) and that can be applied to houses as well.
    About multiplayer/team play:
    - loot is individual, each player gets their own loot
    - kill stealing should not be a thing: every player that actively participates in the combat gets a kill credit and rewards
    - experience & rewards will be awarded based on the actual combat difficulty to keep things fair and avoid certain exploits

  • Adrian (Developer)
    commented on 's reply
    Thank you! The hold to move control scheme will be available. We put some work on creating the right mood, more to come. The mobile version is a lot brighter, we detected this issue during playtests.

  • Adrian (Developer)
    commented on 's reply
    Yeah, it is not mandatory to play in a team, you can play solo. The offline part is a challenge, due to cheating, we are still brainstorming on that.

  • StGeorge688
    commented on 's reply
    Haven't seen the new game yet. I will wait for the release to enjoy the hard work they are putting into it.
    Can not wait for the new Eternium.
    Agree with the dark. I have to adjust the brightness in TLs. Wish that my device had a automatic brightness adjustment.
    Last edited by StGeorge688; 02-25-2023, 09:06 PM.

  • Bali_Lenni
    replied
    Looking great so far...
    - really makes one appreciate the lovingly detailed art work in final versions like the current eternium - movement and battle look very promising (appreciating the refrainment from over the top battle graphics similar to MobileLegends)
    - too dark for mobile ; please refrain from nighttime simulation or find other solution (sky only darkens e.g. ?), it would be a shame if some sections were to become practically unplayable on mobile like the cave and forest nighttime maps in Eternium

    Cheers for sharing and keep up the great work !

    Leave a comment:


  • Guest
    Guest replied
    Looking good, that's some great progress you've made. I do wonder if you could use some sort of transparency effect on buildings when characters move behind them - there was a short section of play where the character couldn't be seen. It's a problem in Eternium too since the graphics upgrade for the Steam release making ground targeting spells very hit and miss. I'd be interested in knowing some more around team / squad play, namely around loot distribution and experience earned, also in an open world will "kill stealing" be a problem or are there systems to reward based on participation?

    Thanks for sharing and keep up the good work!

    Leave a comment:

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