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Thanks for the post! I know it's been a while since any significant content has been released but I'm glad there is still some enthusiasm out there for this concept.
As you may know, our team shrank from 3 people down to 1 person a few years ago and it's been a challenge to keep things moving along. However, in the past couple years I have been working on a successor of sorts to the GCM series. Given that the single player experience drew criticism due to lack of content, I have decided to give this area of game design much more thought and attention, while still maintaining the possibility of a 4-player experience.
My goal is to keep a 'battle royal' mode similar to GCM, but also to provide an actual story/campaign mode for single or co-op players.
For those interested in the new project, please check out the Steam page here -> https://store.steampowered.com/app/1382080/The_Ways_of_Uron/
I have also posted some different content from the new project on YouTube here ->
Ogopogoid YouTube
At the present time, a closed alpha of the game is under way. If you are interested in participating, please email me: ogopogoid(at)gmail(dot)com. Don't forget to include your steam name.
Join the Steam Group of the new project -> https://steamcommunity.com/games/1382080
First off, I am generally in favor of a Grand Class Melee 3. A while ago, I designed an entire second class tree entitled 'The Way of Dark' with 68 new classes. I would also want proper online multiplayer included and not rely entirely on Steam's remote play feature. Transition from XNA to Unity which would require a significant rebuild. The long-promised 'Survival Mode'. But, unfortunately we don't have the resources available to make this possible any time soon. If enough people show interest, who knows, there may be critical mass to start a Patreon....? But... what do people think of this?
As for The Ways of Uron:
Several minor updates to The Ways of Uron alpha have been released. I don't think I want to release it into proper early access yet without the story elements that are necessary for the first zone. Right now, the alpha is more of a tech demo with most of the game mechanics included(missing 2 bosses and weather effects). But, without the narrative elements, players won't really have any motivation to do anything. Anyone still interested in being part of this alpha can send me a DM and I'll generate a key for you.
Currently, these games are something I can only work on in my spare time. I have been advised to start a Discord server so maybe that will help generate a little more discussion around these games. In some positive news, I am getting some new hardware soon, so maybe that will help. Thanks for everyone's interest in these projects!
Why fans of Grand Class Melee might care about The Ways of Uron
I like top-down multiplayer battle arenas, sharing a screen with friends (in-person whenever possible), class/ability trees and freedom in how I combine those abilities.
That's why I have tried to design the items in 'The Ways of Uron' to be used in two ways: both for a single-player adventure and a multiplayer battle experience. That's the eventual plan. I don’t want to leave fans of GCM behind.
In TWoU’s single-player mode, the current design is to have the items gain power with more use/experience. Plans now are for 40 different items with 5 separate perks for each item. That includes 8 different weapons each with their own ‘charge attack’, whereas GCM had essentially no mechanical difference between the weapons, only a simple slash and thrust.
But no, you might say. What about the class tree? Hey, I love class trees too, but I think this new system actually allows for a lot more gamestyle customization. I will try to explain…
When considering TWoU's multiplayer battle mode, instead of moving from one "class" to the next, players would draft one or two items in the first round. Then in subsequent rounds, players would add additional items (up to 4) and power up those items to max potential by choosing which items to improve. I would also want to include some way to exchange items in later rounds so players could switch up their strategies on the fly if needed.
The current round plan might look something like this:
Round 1: Draft 1st and 2nd items.
Round 2: Draft 3rd item. Get one perk to allocate to an item.
Round 3: Get two perks to allocate to items.
Round 4: Draft 4th item. Get one perk to allocate to an item.
Round 5: Get two perks to allocate to items.
Round 6: Get three perks to allocate to items. (perks can now be spent to swap out an item for new one)
Round 7: Get two perks to allocate to items.
Round 8: Get three perks to allocate to items.
Round 9: Get three perks to allocate to items.
Round 10: Get three perks to allocate to items. (a total of 20 perks would be the max for 4 items assuming you didn’t spend any to swap)
For those of you who’ve had a chance to try the playtest, I would like to hear your feedback on the items so far and whether you can imagine this system working:
-Otukai Staff
-Himahari
-Fireball
-Quake
-Lanturn of Orea
-Pixie Dust
-Scavenged Flesh
-Ungaloo Muchroom
Anyway, sorry for the brain dump but that’s what I’m thinking about right now. Cheers.