Ok, so Myran sat down and made some bugfixes to the AI (these are not yet represented in any video), but to sum it all up, he made the AI much tighter. In previous builds, the AI could move and attack at the same time, this made it very hard to kill enemies that were as fast or close to as fast as the player, without taking damage, now they work as the player, they need to stop when they attack, so they are much easier to avoid. Another big thing was that they could hit the player without even looking at him, this is also fixed so now you could actually run behind an enemy and strike him in the back, if you're fast enough! Systems like these rewards skilled players and me myself feel it added a lot to the game play experience! It's only the ranged AI that have some odd behavior left and also, the AI can sometimes slide around like they were on ice if they walks into each other.Online/LAN MP!
It's just so great, now we have working online and LAN mp. It's such a difference playing online compared to sitting on the same computer. You are free to walk where ever you want, the screen doesn't adjust to all players on the same screen and so forth. Being unchained really makes you wanna break the party and go explore for yourself, but it could be very dangerous, since the scaling of enemy life and damage goes up the more players are in the game.
This also means that we soon will be able to have proper beta testing with people that are not developers of this game. However, this will most likely not be a public thing, in the beginning at least.Theme B
Theme B - Armory. It's based on the old Archives look we had, same brown walls but higher and with much more detail.
The idea with the themes is to increase the detail level a little bit all the time, so that you feel that you travel to more civilized and richer parts of the castle
Theme B, Armory...
to compare with Theme A, Prison
This is the same E1M1-puzzle that I did with the old graphics, compare the old
video with this and see the graphical difference.
I did a small survival script test level, just to see how it would feel in this game. Obviously with a proper system, that's gonna be awesome, collect loot and upgrade in between the waves - in COOP.
Oh wow. I watched the videos you posted and you captured the hectic combat of gauntlet perfectly! I used to sit and play it on the NES with my mother and it's one of my fondest gaming memories.
I'd love to see a barbarian-type class complete with axe throwing if you're still creating character archetypes for players to select. I know you've got four types right now, but Monaco is also a four player co-op game with a cast of more than four characters.
Thank you! We really hope, even though we're going in a direction more and more to a modern action rpg, stay true to the fast and accurate action of older games.
We have already designed our characters and it was important to have a melee only fighter in the game. But I'm not against the axe thrower idea at all, if we are given the opportunity later on, I wouldn't mind to add a DLC/patch fifth hero to the lineup, that is a pure warrior, not a fighter/healer like the paladin. In the mean time, you will have to do with the axe throwing enemies =)