Weapon Balance Test

September 2, 2023 Patchnotes, Balancetest

Balancing # Balancing damage is a problem. I avoided it since starting Raiding.Zone. It is not fun being forced to play the only weapon that does exceedingly more damage than the rest. My initial plan was to balance everything in the Early Access phase. But this could set a strain on everybody who decides to try the game. I found an alternative way for basic Balancing. My game server runs with Kotlin. ...

New Talents and Ultimates

August 27, 2023 Patchnotes, Earlyaccess, 3d, Nameplates

New talents and ultimates # All weapons got 4 new talents including an ultimate spell that you unlock on maximal level. Here are some short examples of new spells: Fire Nova on Staff of Burning Souls # Expanding fire nova that hits all targets up to 450 range and applies Ablaze. Congregation on Plaguecarrier # Prevents all your Plague buffs from running out. Lightning Ball on Stormcaller # Consumes all vortexes and summons a Lightning Ball. ...

Patch Notes 22.08.2023

August 22, 2023 Patchnotes, Earlyaccess, 3d, Nameplates

Buffs and Health bars in Nameplates # Healthbars and Buffs now display on target Nameplates. You can deactivate them in Settings->Interface. Talent reset # You can now reset your weapon talents. That removes all active talents and resets the experience to zero. Unlocked avatars will stay unlocked. Essence combination hints # You can now view all essence combinations for the selected item. If you hover over the “Combination Guide” it will show all combinations. ...

Run Animation, Target Selection and Camera Movement

June 23, 2023 Patchnotes, Target-Selection, Camera, Skeleton

There was a lot of activity in the last two weeks. We performed a playtest on 15.06. I gathered a lot of constructive feedback. The primary improvements recognized are the following: Need for more suitable run animation Better visibility for the selected target If the camera collides with a wall and zooms to the player, it should automatically zoom out if I increase the distance to the wall again. New run animation # To improve the running animation, I had to fix the skeleton first. ...

Avatar Redesign

May 29, 2023 Patchnotes, Earlyaccess, Avatar, Chat, Statistics

I got feedback that my avatars don’t feel quite right. So I learned some things about anatomy and face proportions. The new faces have twice the voxel count than the previous ones. It was a real struggle to simplify the resulting mesh. Initially, each avatar had more than 1 million vertices. Chat Rework # The chat UI now aligns with the rest of the interface. The font is weightier and fits the rest of the UI. ...

GUI Overhaul

May 13, 2023 Patchnotes, Earlyaccess, Gui

GUI Overhaul # I’ve spent the last two weeks implementing a new GUI concept. The old design felt confusing and cluttered. I added more space and hopefully made it more intuitive. The new interface should conform to the immersion I want to create. The whole game places you in the simulation of a giant corporation named “Raiding.Zone”. This cooperation bought your conscious self. You only live in a simulated environment. ...

Progress Report: Firebound Forge

April 8, 2023 Patchnotes, Earlyaccess, 3d, Teaser, FireboundForge

The last 3D level is completed. All five levels are now playable. The Firebound Forge is quite tricky. It is a level with two bosses Iphrit and Zorn. Iphrit is a elemental smith, and Zorn a furious dragon. If they stand together they will buff each other. If Zorn’s fire breath hits Iphrit he will enrage. You have to dodge meteors and cool yourself if you get too blazed. ...

Progress Report: Sludge Madness

April 1, 2023 Patchnotes, Earlyaccess, 3d, Teaser, SludgeMadness

I’m glad to announce that I got another level done. This time you are in the library of an evil alchemist. He summoned an army of goos. Can you defeat their condemned spirit? The fight is quite intense. There are a lot of area effects are avoidable. In the video, I had to drag the bots a lot of time to move them out. You get to see the healer gameplay for the first time. ...

Progress Report: Bloodshed Arena

March 25, 2023 Patchnotes, Earlyaccess, 3d, Teaser, BloodshedArena

In the last two weeks I migrated the bloodshed arena into 3D. The battle is a lot more challenging than the Arcane Factory. I optimized the skeleton of characters and npcs to better match my animations. Furthermore there is a new weapon available in 3D. The Versatile Crossbow is a ranged weapon with a variety of ammunition available. The next level to migrate will be the Sludge madness.

Progress Report: Arcane Factory

March 11, 2023 Patchnotes, Earlyaccess, 3d, Teaser, ArcaneFactory

The 3D migration progresses a lot slower than I expected. I had to get my head around a bunch of conceptual stuff. The concept I used for animation was unintuitive. Furthermore, the 3D area effects need a height to look like they should. Blender is an incredible tool but the learning curve is steep. I used it for character rigging, and it works far better than the “MagicaVoxel-Toolbox”. Nevertheless, I completed the “Arcane Factory. ...