Private tests and combat improvements
Recent private tests led to better combat balance, enemy AI, Hard Mode and fixes across the game.
Notes from the development of Legacy of Goku Origins. Features and plans may change while the game is in development.
Recent private tests led to better combat balance, enemy AI, Hard Mode and fixes across the game.
Special attacks now have separate menu pages for level upgrades and charged versions.
Komuru and Kartiz helped rework attack sprites. Each special attack is planned to have three levels and a charged variation.
Hard Mode was added to the development build, alongside work on more challenging enemy encounters.
Map transitions were made faster and closer to Buu's Fury, including keeping your running input between areas.
More playable maps, original minigames, the Bulma camping scene and new work on Kid Goku's sprites.
Kartiz joined the Origins team to help with pixel art, animations and art direction.
A small private test helped identify difficulty, progression and gameplay issues. The available build took roughly 30 minutes to an hour.
Testing temporary stat-boosting items as an alternative to using a defense button throughout the game.
The introduction became playable, including the first mission, early quests, Goku meeting Bulma and the start of their journey.
Working on controller-specific button prompts to make the controls easier to understand.
Working on item-drop animations, different drop chances and preventing items from getting stuck in walls.
Developing a different movement and AI system for flying enemies.