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Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators! Turn-based mechanics and an RPG flavor round off the experience. Looting strategically is key.
Hello, dear friends and fantasy aficionados. This is the place where we bring you a monthly peek into the development process for 3D dark fantasy ARPG Kristala, an indie game developed using Unreal Engine 4 by women-lead Astral Clocktower Studios. Thanks for tuning in to another exciting issue of the Kristala dev blog!
Hello, faithful feline-lovin' friends and fantasy aficionados! This is the only place where you'll receive a monthly, in-depth look into the entire development process for 3D dark fantasy ARPG Kristala, an indie game built in Unreal Engine 4 by the incredibly talented team at Astral Clocktower Studios. Trust us.we've got you covered.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content.
The biggest acquisition in the sub-genre happened last year, with Applovin acquiring Machine Zone - the company that made some of the most iconic top-grossing 4X games of all time (Game of War, Modern Strike, Final Fantasy: New Empire). We believe this is large because the audience at large doesn’t associate Final Fantasy with shooters.
But 3D games are usually stuck with a certain 3D model for a character and deforming the mesh is a pain to do. Roman Cancels (Red) Long ago, the Guilty Gear series introduced an innovative mechanic called roman cancel that lets you spend 50% of your meter (the same cost as a super move) to cancel any attack instantly on hit or block.
But mundane boredom is important to sell the workplace fantasy -- working late at the office, doing a repetitive task alone. About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. These non-wood objects makes crucial double use of the aiming mechanic. Just his helmet.
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