Economy Management

This is another gameplay-related dev blog, where we want to share our plans and thoughts about the economy, which is another pillar of Selene, and one we take very seriously and take measurements for. In the upcoming weeks, We will unlock the Balanced Economy feature card with summarized information on this topic. Currency: Mesos (or any currency in a given situation), is both the core of the economy and yet the least important part to work on. Why? Because money by itself doesn't mean much, What is the value of 1 billion USD if you are alone on a deserted island? (Maybe you can burn it to generate heat?).

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Entity Effects & Item Drops

Welcome to dev blog post #6, which brings us back to our custom client. In this post, we will be focusing on some combat-related work along with a handful of other minor details that have been added. Keep in mind that many client-side changes inherently involve some server-side changes as well. While some of those have been mentioned in this post, they will often be left out unless they're particularly interesting. Combat: The two most notable combat changes in this update are taking and dealing damage to mobs. If you watched the progress video from blog post #4, you would have seen that the player only received a knockback effect from getting hit, and didn't actually take damage. Another new addition is mob name and level showing up when attacked.

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Class Rebalance: Teaser

We want to start sharing with you some more gameplay-related content from time to time, and this time we thought we’d strike one of the hottest topics in our arsenal of features, that is, Class Rebalance. An extremely fundamental part of the day-to-day gameplay experience for every player. Class Rebalance is not an easy topic. It takes a lot of hours of thought, discussions, and implementations later on in the code. Let’s get to it then!

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Skills and Attacks

Since the last client blog post, lots of work has been done on the groundwork for attacking, skills, and taking damage from mobs. Additionally, more networking progress has been made, including a bunch of bug fixes and the ability to see other players. There's also a handful of other minor details that were added, including a window icon and the map fade transition, bringing the client slightly closer to feeling like a finished product!

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Website Introduction

From time to time, I will be sharing updates regarding our progress with the development of our website. In this devblog, I want to introduce some of the fundamentals of the website - mainly technologies, design decisions, and future plans. I'm going to try to keep my blogs as simple as possible, but some parts are naturally going to be more technical.

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