This quarter was quite busy. We had many goals to accomplish and had to continually adapt to all the changes in the world. It affected our development processes more than we had expected, but still, we continue to improve the game and add more features. For safety reasons most of the team will be working remotely for the foreseeable future.
Please note: Everything presented below is work in progress.
Read less, Interact more
In our announcement trailer, you’ve probably noticed that quests had more of a classic look, like you may have seen in other MMOs, but we wanted to add more depth and make conversations more natural. We decided to change the interface and structure of the questing system.
Now you'll be able to learn the backstory of NPC or simply chat with her. But those talks may reveal some exciting plot twists or useful information. How do you want this conversation to be going? A casual talk, chit-chat or maybe you’d like to get a quest or need to find out something… Well, it’s up to you. After all, it is you who leads the conversation and defines its outcome.
After playtests we realized that something is missing at the very start of the game. So we came up with a character who can not only guide you, but become your first friend in this hostile new world. That's how the coordinator you've seen in the gameplay trailer was created.
She can give useful advice or tell you more about unfamiliar places, local people, other cultures and she can help you unravel mysteries or solve puzzles. As time goes by, her story and personality will also be revealed to you. Her role in this world hasn’t been defined yet and no one knows how your relationships will end up.
No top-down games that inspired us had jumps. And it is so common not to have them that we didn’t even think about adding them at first. But in MMOs, jumps are such a cool thing, so we decided to test that feature in our game. We immediately fell in love with the result and chose to keep it.
You don't have to stand idle on the market anymore or explore Kwalat by just dull running. Jumps will even help you to overcome obstacles and solve puzzles. Greeting a friend will certainly be more entertaining ;)
Players invest a lot of time in MMORPGs and we understand how important the appearance customization is. Although it is still work in progress, we really like the outcome so far. It gives much more freedom for self expression.
We’re fans of Fallout series and many ways to kill was one of its awesome features. So we’re working to make a deeply customizable fatality system in Corepunk. We want to implement different fatalities depending on the type of damage and its power. You might’ve seen how it works in our previous videos. The Champion who was burned with the flame gun turned into a charred body and the heads of the monsters were cut off with a sweep of a sword. We wanted to improve this feature and give you more ways on how to deal with your enemies. If we're gonna be grinding for hours we might as well enjoy it.
Heroes and Masteries
A huge part of what we are working on is heroes and combat. Right now we’re focused on Champion, Dwarf, Bomber, Paladin, Orc and Demon. We are improving their abilities, skills and masteries, making them more complex and engaging to play. Can’t wait to share more on them in our upcoming update.
Gameplay Focus, CBT Update
While working on the gameplay trailer we realized that it messes up with our pipelines and schedule. Usually we would do several iterations of prototypes, playtests and when we feel that a layer of gameplay is ready we’ll go on to polishing.
When we do public content we naturally polish the part we’re showing to look good. That sometimes causes other parts to stay in earlier iterations and not to evolve simultaneously.
So we decided to focus on gameplay and cease development of promotional videos and participation in gaming expos until we have Corepunk playable and polished. We've got great feedback from previous trailers but nothing can be better than actually letting you play the game.
We’re aiming for early December CBT, around the time we had announced the game last year. With 6 playable heroes and level 20 cap. Can’t wait to meet you there!
Behind the Scenes
So much has happened for us since the announcement - even compared to the previous five years. Here’s a glimpse of what we’ve been going through. Thank you for being with us through thick and thin.