Some people been asking what has been changed besides the few little sneak peak we displayed. We have completed much much more then what we previously posted few things of that is 25 Brand new awesome perks, Overhaul on all GUIs, GUI Consistency throughout the entire server and much more.
Here are some*new features that we currently just pushed out on Delteria:
- Released GPS (Currently disabled on Facebook, sorry!)
The GPS system takes you to a marked location that you choose.*(Quest markers, Hot Air Balloon markers, Dungeon markers, etc)
- Updated HUD
The updated HUD also includes an inventory button (backpack)*Just tap on it and your inventory will open.
- Revamped GUI
We have completely revamped all the GUIs. Here are a few examples of how it looks now.
- Nickname system
This means everyone will have a unique permanent nickname.
- iOS updates
We've been testing Delteria for iOS release! (Yay!) Here are some in-game pictures using the iOS version.
- Identify System
iOS and*Facebook*players will now*be able to identify their account when Delteria is released.
-sorry for tilted video i suck at recording
- Updated Profile and inventory
- Some of New skills
- Meteor strike and Arrow Rain
- Acid Fog
-Graal Playerworld Support
Last edited by MysticalDragon; 09-05-2016 at 07:07 AM.
Actually looks really nice, gps system is nice idea also (Just hoping there isn't mega lag with all these spell animations etc on ios devices)
^but yeah still this.. bwt didn't delteria have app already ready and app approved for app store I think I remember? So shouldn't be far off right?
We did, but we had to revamp a lot, although we enjoyed FaceBook because it gave us the benefit of having a long term beta phase. However the amount we changed was pretty much everything besides items and the party systems. We revamped all the GUIs and this wasn't just a reskin. The old ugly GUIs used stefan gui_common class that was just terrible and hard to work with. So we scrapped all of his GUIs and recreated them with our own panel system that made sense. Stefans was designed to drag and drop and use on any server. So with our new menus this just didn't do us justice, so we scrapped it keeping the concept the same. Then our spells was just bleh, since i rushed them and did them in 48 hours I think? However we took more time thinking how our spells should be and who should have the most controlling effects. Example the tornado is a Ultimate spell, Ultimate Spell Mana can be obtained from healing/attacking bosses and there more of a OP type spell. The Tornado Mage Spell has 4 levels, each level spawning a extra tornado. The tornado lifts the opponent in the air juggling them, if they smash against a wall you have a 50% chance to stun them or if there thrown far where they can bounce it does additional damage. When creating the spells we really wanted to make certain spells ideal for strategy combat.