u/ADMOrnstein

After checking all the cool new clients being coded/vibecoded, wanted to share again some of Luna Obscura - where all the stuff done is inside the original client.  Improved UI, less control jank, range indicators, card removal on UI, map lightning and more... all inside the original RO client. TBA.

After checking all the cool new clients being coded/vibecoded, wanted to share again some of Luna Obscura - where all the stuff done is inside the original client. Improved UI, less control jank, range indicators, card removal on UI, map lightning and more... all inside the original RO client. TBA.

Some other things not shown there as they were added after the video:

- Multi Storage tabs ingame - You can buy extra storage tabs directly from the storage menu... which you can already open by clicking on the inventory tab on safe areas.
- Unique job mechanics like jumping off screen, area manipulation and combo counters and special gauges
- Improved projectile and AoE systems for skills, showing projectile movement, targetting and variations
- Carry-On displayed weapons are possible outside combat too (Pending community wanting it to be done)
- Obviously all the rest of Luna Obscura, the 20+ final jobs, entirely new world and lore based on Castlevania and so on, like the Rosewarden job. A Whip wielding job using the alitea sprite as a love letter to the castlevania series.

All done in client. no tricks, no overlays, no outside stuff, run the game like you always did and know what to expect.

(AI is used only for NPC cut-ins and voicelines only, both being replaced by handdrawn and voiced work as we move on, all else is done by hand)

Discord Link to follow development: https://discord.gg/y3Fkf83YCf
Work in progress Wiki: https://wiki.cathedralofblades.com/Main_Page

youtube.com
u/ADMOrnstein — 2 days ago

Request to the 10s of people making custom clients

Can you guys consider showing something on combat? or interactions? movement and so on?

While I love the work being done and shown, it sort of always goes "UI element from store asset on top of the game" and baked in visuals like shadows and rain which are supported by modern clients and engines.

Im not saying its bad, or too little, im just curious. I know videos show enough to get interested, but I still stand by the need of gameplay before form.

From what I remember and know, most skills and visuals don't "just work" or gameplay feel and such.

So Im curious if anyone actually tried... well... making the game playable and not just look nice.

Only one I know so far is doddler's.

reddit.com
u/ADMOrnstein — 2 months ago