The past two months since our last update were fruitful. We visited Game Daily Connect 2019 in the USA. Distant flights, packed event days, and heaps of feedback! However, this doesn’t mean that we put the work on Lost in Sky on halt. Quite the opposite! We never stopped to work, and now we’d like to share the latest news with you.
Color and lighting
This was the biggest change in the recent weeks. We completely change the level color scheme and lighting. We’re also implementing new interior objects with parallax effect. The picture has become less “colorful” but acquired depth and distinctive atmosphere. And we’re being serious! Full stop.
If follow us on social media, you should’ve seen the presentation of this new feature. In fact, it’s very simple yet effective. You will find a new bar in the character interface. This is the rage bar, and the rate of rage accumulation will depend on several factors: damage done, damage received, and special rage flasks consumed.
When the bar is full, the rage mode activates. This is where the hardships are relieved: you gain endless endurance and increased damage, while the effect lasts. You only need to find more enemies—but no worries, we’ll take care of it ?
We’re well aware that it one can’t always find a loyal friend to play co-op Lost in Sky with. We’re trying to teach our AI character if not to replace but at least resemble a living human being and imitate normal human behavior. We made a step toward the ultimate goal.
We focus on bubbles with cues that should replace big dialog windows covering your screen. Now players will receive incoming information non-stop along the course of action.
Characters can react with a cue to an enemy or a situation.
With the latest reviews and suggestions from Game Daily Connect 2019, we’ve already started working on some new things:
- When a partner character dies in a co-op, your half of the screen expands full-screen. It’s simply too cruel to make you stare at your dead partner. And not very comfy, either.
- The enemies! Some thought they were sloppy. Others thought they were tough. We decided to give them some balance and ended up making them tough for everyone! Just joking. In fact, we’re following up on it, looking to find the right balance that every player would be okay with.
And that’s where the summer ends for the Lost in Sky team. We expect autumn to be no less eventful and rewarding.
Here’s a little something for you right from the development workshop. This is the redesigned Worm Boss location, creepy and depressing.
We’ll see you soon!
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