Underworld Ascendant Prototype Reflections and More

In the latest update to hit the Underworld Ascendant website, the team at Otherside Entertainment has reflected upon the recent release of the RPG’s prototype, highlighted some of the comments that players have made, and pointed us to a couple of videos. Some comments:

“The constant head bob is annoying.” – nodezsh

Yep. Tim’s already fixed the headbobbing. (Technically, it’s still there… just slowed down by a factor of 1000.) It’s worth noting that movement in general will be a work-in-progress for some time. Since it’s the spine of any first-person game, it takes a lot of tinkering to get just right.

“It still feels like I would prefer some way to target my spells.” – Jenuall

Non-targeted spells are in there on-purpose right now. We plan on having another rune modifier for spells, one of which would be targeting. The idea is that a novice is tapping into the great power of spellcasting and doesn’t yet have the skill to correctly harness the power. They can cast the spell, but it is still a bit ‘wild.’

Later on, if the player puts skill into casting, they become more and more refined and controllable. It’s like learning how to do anything… At first, you might be able to throw a ball. With practice, you can hit a target with it.

“I was disappointed that hurling a pile of crates at the strong skeleton using the move air spell didn’t knock it off the ledge… or even slow it down at all. Also that throwing swords did nothing.” -Vanyelxp5

This is one of the features that didn’t make it in. Yes, thrown objects will do damage. Thrown swords might become a skill. (Think “Long Distance Sword Impale of Awesome.”)

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