00:00www.projectdell.com
00:08www.projectdell.com
00:09Hi everyone,
00:10this is Tom from the Project Dell team.
00:11I'm back with our second promised update
00:13this year.
00:15Our last two updates focused on the big picture.
00:17We're a free to play tag team fighter
00:19set in the universe of Runeterra.
00:22I know at this point you're probably itching
00:24for some details.
00:25So this time, we're going to send the year off right
00:27with a deep dive into some of our core systems.
00:30But first,
00:31here's a quick update on Allawi.
00:34We revealed Allawi in our update
00:36last August.
00:37Back then, Allawi was in the initial DNA
00:39phase of development, where designers,
00:42narrative writers, and artists
00:43explore concepts for the characters' visuals,
00:46thematics, and overall kit design.
00:48Over the past few months, the team
00:49has taken Allawi from concept to an
00:51early playable form.
00:53Allawi is now live in our internal play
00:55tests, with this early draft of her
00:57model and kit.
00:59What you're seeing here is about 30% complete.
01:02Right now, the team is focused
01:03on fully realizing her combat fantasy
01:05as a big body brawler, and narrowing
01:07in on the mechanics of her tentacle attacks.
01:11Meanwhile,
01:12the art team continues to work
01:13on her model, animations,
01:15sound, and VFX.
01:17She's still got a lot of work to be done,
01:19and that means it's time to talk about our big update
01:21for today, Project L's gameplay.
01:34Hey everyone, I'm Sean Unconquerable Rivera,
01:37Game Director and Gameplay Design Lead for Project L.
01:40And I'm here to talk you through
01:41some of our core gameplay principles.
01:43We want to create a game where you can have fun
01:45right away, while also rewarding you
01:47for the time you spend mastering it.
01:49Our dream is making sure our champions
01:51have fast, powerful abilities,
01:53look really sick while doing them,
01:54and are even more powerful when paired
01:56with flexible systems.
01:58Gameplay that has quick, fluid movement
02:00at its core is extremely important to us.
02:03We believe there are a ton of opportunities
02:04for player expression and mastery
02:06through how you move.
02:07In Project L, you can walk, run, dash,
02:11chain dash, jump, long jump,
02:13and super jump.
02:16And on top of that,
02:17many champions have their own unique air mobility options.
02:23Putting your champ in the right place at the right time
02:25is a skill that you can gradually get better at over time.
02:31We also want to incentivize action.
02:33This means making sure that your offense is rewarding
02:35and that your buttons are worth pressing.
02:38Plus, we think this makes playing and watching more exciting.
02:45We want you to have powerful buttons which are useful in a number of ways,
02:49while also giving you the tools you need to defend against them.
02:53We have a mix of big, clear defensive options
02:55and some more nuanced systems
02:57that reward you for reading your opponent's next move.
03:00Those are just some of the basics,
03:02but I've still got more to cover today.
03:04We were originally developing Project L to be a 1v1 game
03:07where two champions enter
03:09and one emerges victorious.
03:11But around two years ago,
03:12we made the pivot to a tag-team assist-based fighter.
03:15Our tag systems are deep and flexible,
03:18aimed at helping you unlock your creativity.
03:20They work in tandem with our champions,
03:22allowing two champion teams
03:24to take down opponents together.
03:26We really felt like it gave us more space
03:28to create hype moments
03:29where our champions could live up to their fantasies.
03:31And I mean, who doesn't love a good teamfight?
03:34You that people wanted to play there.
04:03I really liked him.
04:27All right, let's break down some of the things you just saw.
04:31Your main champion, which we'll call your point, and your assist champion can set up some killer combos using all
04:37of our tag systems.
04:40But for today, I want to focus on three of them. Assist Actions, Handshake Tag, and Dynamic Save.
04:47These names aren't locked, so they may be called something different the next time you see them.
04:53Assist Actions are your bread and butter, and each champion has two they can perform from off-screen.
04:58You can even hold the input to get a charged assist.
05:02Handshake Tag lets you immediately swap between your point and assist champions as long as they're both on-screen.
05:07When combined with Assist Actions, it also lets you set up some really powerful pressure sequences,
05:12and you can even use these to extend your combos as well.
05:16The last tag system I want to talk about today is Dynamic Save, Project L's Combo Breaker.
05:21At the start of each match, you have access to your Dynamic Save ability.
05:25Dynamic Save lets you call your assist champion on-screen in an attempt to save your point champion.
05:31If successful, the results can be explosive.
05:34But be careful about timing your Dynamic Save, because it can be countered if you're being too predictable.
05:41There's still more to uncover about our gameplay, but that's all we're ready to share for now.
05:46Thanks for watching, and I'll hand things back to Tom to say goodbye.
05:53Thanks, Sean. We're pretty pumped about how things are coming together, and I hope you are too.
05:59As always, let us know what you think.
06:01Also, thanks to all the tournament organizers who met with us at EVO last summer
06:05to share your thoughts, feelings, and hopes for Project L's community and competitive scene.
06:10We're making this game with you in mind, and we want to empower you to keep pushing our community forward.
06:16Finally, for those of you out there looking to get into fighting games for the first time, try finding a
06:21local scene in your area.
06:23Fighting games, like most things, are way better when they're enjoyed with friends.
06:28FGC folks, help the new folks out by sharing your links in the comments.
06:32Thanks so much for everything, and stay tuned for more next year.
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