This is my first real announcement since launch. It has been a bewildering, but very rewarding experience. The feedback and engagement has been so amazing. I’ve tried to soak up everything that has been said to try and make the best decisions moving forward.
I’m working towards an update on the 24th. I’ve got plenty I want to change and tweak for then, but my main priority is the control scheme. This has been the main stumbling block for feedback and is clearly something that I can improve on.
As I type this, I’m already deep within developing and testing a revamp of the current player control system. I’m testing a free, full direction movement system. Mouse based, holding RMB to move. WASD movement will still be there, but it will be effectively 8-way movement and crucially, will be correctly aligned upwards (NOT diagonal).
Revamping a control system like this takes some care though, there are abilities I’m evaluating and changing where it is appropriate. Some will also gain an all direction component to how they work.
I’m also closely looking at the way the player Melee attacks. It’s quite likely this will be changed to be more intuitive in terms of targeting and made to operate with the mouse (LMB). Interacting with NPCs, doors etc may also also be switched to respond on mouse click.
As ever, I’m always welcome to hear your thoughts or feedback. So don’t hesitate to give your opinion on these upcoming changes.
Also… Expect some creepy looking things inhabiting town for Halloween.
Posted by Phill in Announcements
Build 7 – Multiplayer, Halloween & More Multiplayer (Online Co-op) Finally! The Halloween festivities return this year, but this time with the new Multiplayer game mode available! This version of Multiplayer is Online Co-op for 1-5 players. It works by using a Steam lobby system. One player chooses to act as the server […]
It is still in the early stages of development, but I wanted to share that this is now in progress. I want to share this, so that the community is informed as to what is happening behind the scenes for the time being. Multiplayer development can be problematic and time consuming, so I’m not […]
I’m pleased to share that the official wiki solution for Shards of Azuria is now live! Many thanks to Gamepedia for providing such an excellent wiki service. The site can be found at the link below: https://shardsofazuria.gamepedia.com/Official_Shards_of_Azuria_Wiki In terms of content on the wiki, there is already a great start. I hope in time it becomes […]
Build 6.2 – Fixes & Changes Changes: – Reduced the aggro radius of the Bear and also the rate of health regeneration – Input validation added to prevent other actions while casting. – Day/Night lighting has been tweaked so that it isn’t as dark at night or in caves (light intensity also tweaked appropriately for […]
It’s taken longer than expected with these changes, as I think there was a bit too much taken on for a single update. But here we are at last! Now to try and summarise all of the changes… One thing to note first, is that for these changes you will have to create a new world. You can use the […]
(ノ°∀°)ノ⌒･*:.｡. .｡.:*･゜ﾟ･*☆ Happy New Year everyone! For many reasons, 2016 was a turbulent year, full of shock and bewilderment. I hope that for all of us, 2017 turns out to be a better year. A year full of positive changes without any regrets. 2016 was still an incredibly significant year for Shards of Azuria […]
5.1 Thoughts Last night Build 5.1 went live, which brought an end to the Halloween event and added an option to choose a movement control alignment. The movement options are to allow players to play with keyboard controls aligned to different directions, so you can choose which feels natural. Originally at the start of […]
Control System Revamped – Movement has been changed to include mouse based movement in all directions by holding down Right Click. Existing WASD keys can still be used to move, but are now aligned upwards and not diagonally. WASD keys now also function by combining keys to give up to 8 directions of movement. – […]