XaiJu
Melvor Idle
Melvor Idle

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Dev Update #1 - An early look at some Skills

Hello everyone!

In today’s news post we’ll be taking a closer look at Melvor Idle 2 and also update you on what we’ve been working on behind the scenes.

We’ll also talk about some of the new mechanics you’ll see from Skills, which will help provide an understanding as to why we decided on a second game instead of a new DLC.

I don’t have any further ETAs just yet for the Patreon Alpha, so I thought I’d put something together directly relating to MI2. Our goal is to be as transparent as possible with what we are doing, and I’d like to keep you updated on a very regular basis!

An early look at some Skills

Below are some early screenshots and mechanical breakdowns of some Skills the game. The UI isn’t finalised, and things will most definitely change over time (An example of what kind of change is detailed below).

Remember: Alpha means Alpha.

We are in the early stage of development where UI is designed for functionality over looks. This is so we can test mechanics and make sure they work well before spending time and effort on making the UI the best it can be.

Woodcutting

Let’s start with a skill you’ve already seen - Woodcutting.

New Mechanics:

There are modifiers you can acquire throughout your progress to cut Trees faster, such as “chance to deal double damage” and “chance to fell per hit” (Instantly destroy a tree). These will be important for late-game Trees.

Mining

Mining has received a bit of a mechanical rework.

New mechanics:

Modifiers you acquire over time will help a lot with your successful rock breaks, especially for the high tier rocks that have quite low rock break chances.

Smithing

Smithing, at this stage, is still relatively similar to Melvor Idle. The changes come from the overall progression of your character and what you can create.

Notable adjustments:

An example of change

Those who looked at the Roadmap would have seen a section called “UI Reworks”, with Fishing being the only one there at the time.

I’d like to show you what it used to look like, and what it looks like now. This can be a representation of what we are happy to do over the Alpha period as feedback comes in. It’s a great representation of Alpha means Alpha.

Fishing BEFORE

Fishing AFTER (Still WIP) - Video for animation, Patreon doesn't let me embed it.

https://i.golb.ink/u/0BMfhM.mp4

This is a good example of something we were happy with mechanically, which allowed us to then adjust the UI even further based on those confirmed mechanics.

What we have been working on

The plan is for every Patreon news post to provide an insight into what we are working on behind the scenes since we last spoke.

Development

Malcs:

Coolrox:

Game Design

Prat:

Artwork

Tapi:

Recapping from last week’s New Post

I’d like to recap previous news posts we’ve published and answer questions, concerns or address general feedback where we believe others may benefit from seeing our response to it (if we answered in Discord).

How do we claim a Steam Key if we don’t use Discord?

Where is Township on the Roadmap?

How often is the Roadmap updated?

When the Alpha goes live, will it ever be taken down or can it be accessed at all times?

Is there a chance of Save corruption during the Alpha?

Conclusion

That’s all for this post! We’ll speak again at the same time next week.

-Malcs

Dev Update #1 - An early look at some Skills Dev Update #1 - An early look at some Skills

Comments

F to township, but I gotta ask, what’s the frame story going to be for MI2? I liked the continuity offered by the township progression, it along with farming were my only activities I could tend to if I was actively progressing a skill. I basically use this game as a workday Pomodoro timer and checking on the township is the most common interaction I have. Not complaining, just curious!

Mason Rodrickc

hype

Closofy

Loving the new mechanics. I look forward to testing them for myself

Clay Whaley


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