LoL Survivors Devlog #1


Hi!

As I wrote in the previous devlog, I'll share with you a brief of what changes I have made to the game in the past week. So without further ado, let's start!

1. Visuals

The game now has completely new HUD and UI theme that applies in every part of the game, from the main menu to the game's arena itself. I tried to apply the theme of LoL to HUDs and UI, which is gold/teal boxes/circles, with elements familiar to LoL players.

Buttons and tooltips are now fancier and more readable.

All the projectiles in the game received changes, from simple transparency changes and particles to complete overhaul.

Lots of particles and effects added to make the game feel better.

The game's arena now has a repeated simple tilemap which is not great, but better than before!

The game's fonts are changed to match with those of LoL better and also be nicer to look and read. Lots of polishing were also done, including adding icons, colors, etc. For better clarity and focusing on more important data in the texts.

The main this that still remained unchanged is the characters' sprites and animation. That's because it was the hardest part of this patch and also I still don't know which direction should I choose. I think I will go with the 2D pixel art. But unfortunately you have to wait for the next patch to see the full changes.

2. Audio

Audio changes are not much compared to the visuals, but there are still some to mention.

First is the added/changed voice lines to the characters when using abilities, which also added some variety, although still not completely done.

Next thing is the optimization of sound/music volume, as they were so loud when increased their value on the options.

VFX of abilities, collisions, deaths, etc. are still to be implemented, but they are likely going to ship on the upcoming patch.

3. Gameplay

Although I wanted to focus on the visuals, but during my time polishing the game, I also felt the game still needs more features to be more fun and enjoyable. So I added some new features and adjusted some existing ones.

The completely added features are "Summoner Spells" and "Augments". Summoner spells are what you already familiar with from playing LoL, and there are 5 of them for now (flags, heal, ghost, barrier and clarity), as other spells may need some changes to be applicable.

Augments are game changing passives that are gained from defeating bosses. There are currently 9 of them and examples are double attack, free cast, piercing attack, spike shield, etc. which heavily impact the way you play the game and items you choose.

You can now see tooltips for abilities, keystone, summoner spells, items and augments when you hover your mouse over them, even if the game is paused so you can read them carefully and read what everything does if you forget it.

Changed attack speed scaling and attack delay especially with the addition of augments so game doesn't feel broken, especially at high attack speeds.

Reduced the amount of exp needed to level up so you won't need to grind a lot just to reach level 6.

4. Options

Added some new features with the option to toggle them on/off with the press of a button. Things like particle effects, damage bar, camera following your mouse and fps counter.

5. Optimization

Lots of code changes and bug fixing were done to make the game smoother and with less lags and crashes.

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There are lots of more changes made (and are going to be made) to the game which I can't just write them all here. But when the next patch comes (hopefully in the next 10 days) I will write them completely in a patch note with comments on some important ones.

If have any suggestions, especially about the visuals, feel free to comment down below. And thanks again for reading. :)

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