Two new abilities (Hydrosurge & Ironwright). Rituals granted through choice selectors. Map polish, bot avatars & behavior improvements. Physics props and much much more!
Ritehaven rebuilt with talking tutorial NPCs. Expanded bot avatars, new Mudslide ability. Upgraded editor tools and a plethora of bugfixes.
Welcome to the 2020 Spring Post. I have been regularly at work improving Attunement. Take a look. Patch Notes Improved enemy navigation capabilities (seek elevation, destination nav while facing a target) Twenty tracks of combat music (not custom made, but a big step forward) Better bot conveyance in the loading screen New reusable assets to […]
The past year has been a busy one. Most of it was directed at working the full time job. During that time I further improved my ability to build quality developer tools and improve the rate at which software is developed. There were great strides early in last year until just after iFest and I […]
A long awaited feature for Attunement is that of non-human competitors. One of the biggest risks for Attunement is that of being a ‘multiplayer only’ game. It is a dangerous siren song to make a multiplayer game. It’s fun at conventiosn but the moment a player has no friends nearby, you have a useless piece […]
Hello everyone, Palmer here, So two of us (Dillon & Palmer) spent the last week down in California at GDC! For me, it involved showcasing the game at the 4th annual GDC Playtest and Prototype Night. GDC I did get the opportunity to talk to several game publishers and learn more about that process. I’m […]
Greetings! Progress has been steadily moving forward on a myriad of smaller fronts. To Start: Discord We now have a Discord server: [https://discord.gg/Kw9g2XM] Feel free to join up, hang out! Swing on by if you’re interested in Attunement or in a friendly game development community! Loadout Builder An improved loadout builder has been a long […]
The past year has flown by. Been pretty busy with my job, but a slew of improvements have come down the pipe. Quick List of 2017′s improvements New Ability Candidates: Void Zone, Hunters Trap, Wind Slash Terminus: New close quarters map Design Checkups: Tuning unhealthy abilities, smoothing rough spots Ritehaven: Playable main menu Code Refactoring: […]
Hello everyone, Jarell Pryor here! I’m the Environment Artist on Attunement: Power of the Gods. Here’s a brief overview of our design process behind the aesthetic of the map Cliffside. The Start I was tasked with developing the overall visual concept and details for this level prototype that I was given. Palmer and I playtested […]