Zack all those creature team changes sound awesome. I cannot believe you put so much time into this. Most devs release a gem and then never update it. You make me very happy because this is a game I can continue to play and it seems to be living, always changing. Can't stand the 12 hour rpg and your done. It's why final fantasy and dragon quest are great, you can spend more time playing awesome side quests and discovering things than actually playing the game (even though the games are fantastic in and of themselves). You are truly creating a very square-Enix like game and I love you for it! Plutonicicaly speaking of course Now get back to coding! -dude
It's great to hear that! Thank you very much. I play Siralim almost exclusively now so it's hard for me to imagine walking away from it anytime soon!
I think there is an issue with blademaster skill. Its unique ability baleful cant be triggered if i land a killing hit even though it hits more than 30% of enemy hp. Kindly investigate thanks Btw another curious question. I wonder the seralim development team consists of how many members. Lol i like the game so much so i wonder how many people come together to put up this awesome title & how long did it take to develop it
You're right. I'll fix that ability for the next update. Thanks for letting me know. The team started with two graphics artists (one made all the creatures/tiles, the other did the spell effects and tiles which were later scrapped), a music composer, and myself as the designer/programmer. Everyone was more or less outsourced except for the guy who made the creatures, but he is no longer part of the team. We still have access to the music composer and hired two new graphics artists recently, so I guess the team has always been 4 people. It took about 11 months to push out the first paid beta version of the game for Windows, but I was working on it for up to 12 hours per day so that kind of sped things up a lot.
Wow great job. Btw the blademaster also doesnt trigger fervor skill. Its in the description but havent really seen it in effect. Found another bug. The bug is with enemy creature granite golem. The granite golem can still intercept dmg after its killed. If that happens, game becomes buggy & although not crashing everything is in slow motion. Additionally, i cant attack the target too but i can escape.
Whoops, there's a typo in the description. It should cause him to gain Baleful, not Fervor. The Granite Golem bug has been fixed for the next update, but unfortunately for now you will have to play around it by either 1) killing the Granite Golem last or 2) killing the creatures it would normally protect using spells if it's already dead.
Yes the golem bug is annoying but it doesn't crash the game. Just wait it out and keep attacking....if a bit slowly, and it will work itself out.
Why are artifacts "souldbound" after putting a legendary material onto it? I just finished applying one to an item and now the item is locked! 12 empty slots that I can't enchant, the legendary material is now wasted = ( I had no idea it would lock the item! Now I have a useless artifact with a wonderful ability = (
If that's the new banshee sprite, that's not a bad look. I like how some of the monsters are stylized to not look like generic high fantasy, but I never got why the banshee looks the way it does.
Yes, it is the new Banshee. The way they look right now clashes with the rest of the game very badly. The only other two races of creatures that will receive a complete overhaul for now (that is, battle sprites AND overworld sprites) are Amaranths and Clerics. Then we will do a few more creature overworld sprite overhauls, then NPCs, and then finally we can start introducing new creatures into the game. Of course, if any of you think that there are other battle sprites that clash with the rest of the game, feel free to tell me. I just know from my personal experience that there are certain creatures that I don't even use just because they look bad, and I have a feeling I'm not alone in that regard.
Working on some new touch controls to give myself a break from writing sigil descriptions for 229 different creatures. Here's how the new controls are working in their current form: - Until they're thoroughly tested and polished, you'll need to enable the alternative controls from the options menu. After testing is complete and everyone is happy with them, I'll make this the default option. You will always be able to go back to the classic controls that are currently in place. - If you tap anywhere in the upper-right section of the screen, it will simulate the A button. - If you tap anywhere in the bottom-right section of the screen, it will simulate the B button. - If you hold your finger down anywhere in the left half of the screen, a virtual joystick will appear at your finger's exact location. You can then control this joystick to toggle through menus, move your character, etc. When you lift your finger up, the joystick will disappear until you touch the screen again. From my testing, the virtual joystick feels really good for movement, but it's a bit awkward for menu navigation since the menu scroll speed is pretty fast right now. I'll probably make the scroll speed slower if you are using these new touch controls. Overall I'm very happy with the outcome since it greatly reduces screen clutter and makes movement much more accurate.
Sounds interesting. Wayward souls did a good job with an invisible virtual stick, I don't know if it's proprietary code, or easy to replicate. The menu navigations does raise some concers with a virtual stick, that I didn't think of until I red the full post. I'm curious to see how it'll turn out. The a/b button layout sounds cumbersome on an ipad, at first glance at least, but still, curious to see how it'll turn out. I think it's a great idea to give folks the option to keep the classic controls. One of the biggest things I appreciated about the game was how customizable the position and size of eacH individual UI element is.
Zzz this game sometimes troll me by crashing at the wrong time. Made so much progress with a level & getting my most awaited creature when crash happens after i click warp a level up... All that hardwork gone, i hope this game can be more stable... I included a photo of it. Btw there are 2 bugs i found with creature: - Succubus spirit is unkillable by magic even if it is the only creature left. It passed on the dmg to "invisible" ally - The brown color mite (forget the name) that can revive with 1 hp is also unkillable unless it is the last creature left. It just keeps respawning like a champ Kindly include the following feature too: - a warp portal to various npc so we can save time
Sorry about the crash. Could you please tell me which rituals you were running before the crash happened? The Succubus Spirit's ability will be fixed in the next update. The Mite's ability is working as intended. You have to kill it last I like the warp portal idea. I'll add that to my to-do list.
I'd rather that happene than warp gates. Having them would defeat the esthetic point of the castle. I do agree that it can get tedious walking through it, especially after not playing the game for a day and forgetting where each of the 8 some rooms are.
I have some good news and some bad news. The bad news is that the new touch controls will only be available for Android when they're first released due to a bug with the engine the game is made with. It's honestly not my fault for once. I have already contacted the engine developers and they're working on a fix. The good news is that I have added an item to Bynine's shop called the Grail of Haste. After you purchase the item, your movement speed in the castle will be doubled until you discard it. Some other good news is that the new Major Sigils are coming along very nicely. There will be 228 as opposed to the 30 that there are now. Each creature in the game will be the boss of its own Major Sigil, and the item descriptions for these give some nice flavor text about each individual creature. After you complete a Major Sigil, you can go to the library to see all the Major Sigils you have completed and read their flavor text. This also means that you can get every legendary material in the game just by beating Major Sigils.