NokiMo
lustfulillumination
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News about Version 0.6

  

Hello everyone, Corintio here!

This time I’ve came to talk about the new version of the game, release date and what we plan for this version. Many of those features are work in progress, so that’s why I will divide this post into things that will and the ones that might be on the next release. So, let’s start?

The first thing is that this will probably be the last version of the game without the surface world, which means that our game is finally getting to the point that we have all the basic mechanics working (Inventory, combat, dialogue, etc) and that we are getting ready to add the new features that will turn Kalyskah into the open world sandbox that we always aimed for.

But to do this last push, we will need to review many things on the backend of the programming that are still not completely polished or not completely done, so we aim to release version 0.6 next month, between days 25 and 30.

What will the next version certainly have?

A total overhaul of our combat system. We want to make the game more challenging, and one of the ways we will do that will be by improving the AI of the enemies. To defend herself against incoming attacks, Kalyskah will need to change her guard mode between Up, Left and Right side. And the enemies will also change guards to protect themselves against her attacks. This feature will make you need to study your opponent’s instance on the 1 vs 1 combat and find ways to defend yourself or to use certain special moves to control the area around you, in case many enemies are attacking you at the same time. People who played games like Mount and Blade or Legacy of Kain: Blood Omen 2 might be familiar with this concept.


There will be a new variation on the Doggy pose, where the active character will pull Kalykah by the hair.

We will also introduce the starting cinematic where the player will finally meet this “dashing young man named James” and know how Kalyskah lost the blood gem with her power.


Since we are aiming to a more challenging combat, that means that we also want improve the dark fantasy atmosphere, making the player scared of walking around knowing that each fight can be lethal. We are changing the lights on the dungeon level and on the way it flows. You will fight less enemies at the same time, but they will be more powerful and smarter.


We also are going to add a female variation of the undead. They are already voice acted, I just don’t have the pictures to show the models yet.

Better compatibility with controller.

What might be on the next release?

I don’t know if you remember about a certain…. Tentacle creature that I have done a concept several months ago.


I have put on low priority to finally texture and rig this creature, and we want to make that not every chest in the game can be trusted, since some will contain this… little surprise!

He will jump on Kalyskah if she opens a chest without checking if it’s dangerous or not and cause a massive amount of health damage. But if you use certain item before opening the chest, the creature might get out a little… hm… dizzy. And that’s when Kalyskah will be able to kill it more easily or entice the creature to get some temporary buff on her status.

And talking about status, we want to change the ones that we have now. Currently, strength is one of the most important ones since it increases your heath and your damage no matter what weapon you are using. We aim to fix that by adding some weapons that will use dexterity instead of strength on their damage calculations and we also want to split the stats a little bit more, preparing the game for the open world RPG that will come next.

We are adding a new weapon: Double daggers.


We hope that you are as excited as us about those new cool features that will come! And knowing that version 0.7 will already have something happening on a small part of the surface world =)


This concept of Kalyskah on the header of this post where made by Noctua =D

News about Version 0.6

Comments

(Corintio) Thank you very much! We are working hard to keep things going. And yes, it's expected that the first release of the open world will have bugs, maybe some places that you might clip if you jump on the wrong place and so on. We are trying our best to avoid that but we need to be realistic and say that it's hard to make everything right at first. Thank you for the encouragement =)

Kalyskah Team

Awesome stuff, really looking forward to the atmosphere and combat enhancements. And I'm cautiously hyped for the surface world, I'm expecting a few bugs since it's such a massive undertaking. This is all really coming together rather nicely, and at a steady pace even. Great work guys!

Keep up to good work!))) She is wonderful)))


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