Solasta: Crown of the Magister Update - Goodbye, Steam Summer Festival
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Following the conclusion of Steam’s Summer Festival, we get a new development update for Tactical Adventures’ D&D-based CRPG Solasta: Crown of the Magister. The update addresses some of the feedback the developers received during the festival, but also shows off a bunch of fresh art and announces the winner of this month’s community poll.
Here's an excerpt:
Hey there folks,
The Steam Summer Festival is now over, and with it goes the Ruins of Telema once again. We hope you all enjoyed the small slice of gameplay and Character Creation that Solasta: Crown of the Magister will offer once it comes out! Now let's get back to our scheduled program: Dev Updates, and what they contain. For those who might be new here (hello!), we do a Dev Update once every 2 weeks to give our community information on what's being added to Solasta, what we're working on, bloopers etc etc - with everything you see here being, of course, work in progress. Also, since our last Dev Diary Video was quite a success, we're also going to try and make another one every month!
Oh and I forgot to mention, we usually like to start our Dev Updates with some of our tiny colleagues. Give a warm welcome to Gandalf, our Game Director's new kitty
We already had Gimli the Parrot, now with Gandalf the Kitten we'll soon have the entire Fellowship of the Ring!
The Redeemers' Origin
Giant insects with terrifying destructive capabilities, Redeemers are a scourge upon the world. They devour everything in their path, are incredibly hard to kill and - if that wasn't terrifying enough - have the innate ability to identify and go after spell-casters first. But what manner of curse unleashed these monsters on Solasta? Their origin has been hotly debated amongst scholars for centuries, but it will soon be revealed...
Annnnnd the votes are in! With 60% of the community going with the Redeemers being a creation of Manacalon, their origin has now been sealed. If you want to read more about these monstrous creatures, head on to the forums.
Working on that Camera
Oh boy, the camera. Every time our Demo comes out, everyone talks about the camera - and for good reasons! It's hard to see what you want to see, it's sometimes slow, sometimes clunky... You can't really do what you want to do with it most of the time as well. Lots of things which we'd love to have fixed for Telema, however there is another factor that we can't change within the Demo - the Level Design. The Ruins of Telema was built more than a year ago with different guidelines in mind, and it turns out that stacking several layers on top of each other with a party that can split... Not the easiest to handle for the player (or the camera)!
Since then, we've updated our Level Design guidelines and we're continuously making improvements to our camera! Here, let me show you a few new additions that didn't make it in time for the Steam Summer Festival.
The camera now zooms out automatically to show both the targets and the caster (instead of focusing on the caster)
Zoom is here! Now you can take a closer look at your party and the environment outside cutscenes.