Dev Blog: February 2022

Welcome to the first edition of our monthly newsletter!

We will be sharing details of our roadmap on the 1st of every month to keep you informed on the latest happenings at Metagates.

*Disclaimer: This is a rough roadmap meaning not all timelines and deadlines are 100% but an approximation of everything we aim to ambitiously achieve each month. We have a team of grinders and we will try our hardest to make a game we all enjoy.

We have been working quite hard to create content and push this idea forward this year. We have created this blog section that we plan to post on regularly, which should make it easier for you all to keep up with our progress in an easily-accessible and organized way.

Super Early Pre Alpha Testing

The basic combat system is installed:

  • Naked/Base character stats added to the game
  • Health (decimal value, adds to total health pool)
  • Mana (decimal value, adds to total mana pool)
  • Defense (decimal value, translates into % damage mitigation)
  • Cast Speed (decimal value, translates into % cc duration mitigation)

Weapon stats for each weapon:

  • Base-Damage (decimal value)
  • Auto-Attack Speed (decimal value, into attacks-per-second)

Armor stats for each gear piece:

  • Health (decimal value, adds to total health pool)
  • Mana (decimal value, adds to total mana pool)
  • Defense (decimal value, translates into total damage mitigation)
  • Cast Speed (decimal value, translates into total cc duration mitigation)

We are using a classless, modular system:

  • The usable abilities are bound to the items equipped
  • Weapons grant an auto-attack and 3 abilities each
  • Armor pieces grant 1 ability each
  • Your abilities are determined by the gear that you wear

Basic Item/Inventory System:

  • Items now stack when you pick them up

The following items are modular/interchangeable
and will grant the player active abilities when equipped:

  • Weapon item: (Sword / Hammer / Holy Staff / Frost Staff / Bow)
  • Head item: (Cloth / Leather / Plate)
  • Chest item: (Cloth / Leather / Plate)
  • Feet item: (Cloth / Leather / Plate)

Additional:

  • Weapon skills, animations, and some effects were installed
  • 5 Weapons were installed with 3 abilities
  • Animations and effects were attached to each
  • Frost, Holy, Hammer, Sword, Bow are the first basic weapons we are introducing into combat

Basic chest/looting system:

  • Ability to choose which items spawn from the chest (used to be random)

Basic paper doll system:

  • Basic testing of layered gear, clothing, and skin system
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