Hey everyone, welcome to the first devblog article of the Kryxivia team, we will use it to show you the progress of the game and our struggling points on the game development due to his unique crypto aspects and the complexity of handling a whole network protocol for an MMORPG, especially based on the WebGL technology (playable on the browser).
To start our brainstorming and design we first make mocks-up, decide, update and then move to a 3D environment to make happen the magic!
Lately, we started a rebranding of our male and female characters, we made multiple versions before being quite satisfied with the results:
Since we are playable on a browser, it means that we need low-polygon models to avoid low-FPS or GPU issues for players: it adds a point of complexity where we trying to combine a good looking, fun, and appealing character and the optimization process for stable gameplay.
For the alpha release, we do work on multiple dungeons/bosses to have a smooth game experience mixing cool animations, difficulty, and good NFT rewards. For example, this is an old civilization with long-forgotten ruin.
We work on a story first for a new zone, by creating the concept art and moving on to the creation of the 3d level design environment, and then the boss that will live inside it.
The boss here is the guardian of the entrance of "a big underground city" it's a 3 legged mechanical spider robot powered by magic crystals, with apparent wear from ages of work.
Here is a mood board that we created to think about the civilization design and 3D environment: Here
Our game studio partners N-Hance help us on bringing our ideas to the Kryxivia world, we send them specific details on the boss design and animations:
For a final version of:
Once we have the boss concept and 3D design, we create the gameplay linked to it and the animations:
As a global rule, the gears of the boss spins faster during anticipation frames
idle -> small movement up and down;
jump start -> the boss crouch to prepare for the jump and then leaps into the air;
jump loop -> the boss is in a jumping loop;
jump land -> the boss land on the ground unbalanced and raise to his idle state;
ground slam -> the boss raise up and slam the ground with his bottom;
cast start -> the boss's gear start spinning fast and reveal the crystal on top of the boss;
cast loop -> the boss does small shaky movement;
cast end -> the boss top hatche closes and goes back to idle;
During the boss fight, the boss will have two ways of recharging his energy,
one is by putting the pin on his legs into a wall socket; this occurs when he is fully functional
and the other one is by engaging one of his gears into gear in the wall; this happen when he already took a lot of damage
Our main priority at the moment is the in-game content and gameplay to have the alpha ready, we also do some coding network optimization too.
Review the current list of spells existing at the moment in the Kryxivia universe: