News about Hytale and much more this 2020

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After the purchase of Hypixel Studios by Riot Games, when can we expect Hytale, the paper game in the spirit of Minecraft?

Riot Games recently announced the purchase of Hypixel Studios, an outdated Minecraft server that was transformed into a breakthrough studio in 2019-2020.

After unveiling a beta for Hytale, Hypixel will be able to move to the next stage with this merger by putting more elements into the game's advancement.

Although the release of the game is not immediately planned, Hytale already ensures a colorful world inspired by Minecraft. At the same time, it combines the sandbox with the paper game.

When will Hytale, the Hypixel Studios' RPG/Sandbox, be released?

In the official report announcing the merger between Riot Games and Hypixel Studios, the American company showed that Hytale, which has been in development for many years, will be released in 2021.

On the other hand, without offering more data, we can expect the game to expand through this merger. The first trailer at this time is usable for Hytale, a paper game that uses Minecraft elements.

In addition to its paper game adventure, Hytale will also have an extensive diversity of mini-games. This is a property that made Hypixel's Minecraft server popular, thus as several creative elements.

The most adventurous will be able to travel the planet and its incredible places. While the more sedentary will be able to travel the different options of carrying out elements.

Another substantial news of Hytale is cooperation. On the other hand, we will have to wait until next year to proceed with the adventure.

At the end of November, the Hytale team had announced its first renewal on the progress made. A short synopsis of the latest progress including new biomes, agriculture, and some novel creatures.

A real adventure in Hytale is good news!

Hytale.com team would like to thank the Hytale social network once again. The intense response to our most recent breakthrough renovation meant a lot to all of us.

The enthusiasm for our first game clip (seen at the end of the graphic renovation release) was spectacular to watch.

It can be very distressing to reveal parts of the game before it is finished, but your response gives us confidence that this new meaning is the right one.

On the other hand, please keep in mind that everything we put forth in these messages is a work in progress and is subject to change.



At this point, let's move on to the renewal of progress, starting with a closer look at a special section of this game clip.

Assuming you missed it, here's the gameplay clip we posted for the first time in the graphics refresh.

Several of you have noticed the number of deaths that were reported in the upper right-hand corner of the screen after the fight began.

This is a basic sample case of Hytale's targeting system, which plays a substantial role in their journey through the adventure mode.

Targeting system

The targeting system makes it easy to detail particular targets for the player when certain conditions are met.

As a basic example, a purpose can be detailed when the player enters a specific space, such as the ruins of the game clip.

Find prefabricated like this architecture and handmade game levels, structured challenges that complement the navigation in a freeway where otherwise you will be involved.

More about Hytale

At other times, location-based objectives can be attached to points of interest that have a random element, such as the Trork camp above.

In this situation, the precise list of opponents you will face will vary, but the targeting system will always provide you with a concept of what it takes for you to succeed.

To understand more about how the prefabs are built into our worldgen systems, check out our news section.

Sometimes a purpose can be related to an element, such as a treasure map or a reward ticket that sends you on a quest to find a particular enemy.

Purposes have the potential to be one-time goals, or they have the potential to form chains that force you to succeed at numerous stages of a difficult purpose before you receive your reward.

Learn about the rewards the targets will provide later in the Adventure Mode. But loot and faction valuation are two likely causes for you to seek out these remarkable tasks.

As with many parts of Hytale, our purpose is to make this system completely expandable.

Server operators

The server operators will be able to use it to structure their own challenges, and the system is completely consistent with cooperative play. That's some other great news!

Location-based objectives have a chance of being achieved by a player who is in the right region!

Over the past few weeks, we have begun to evaluate a succession of changes to the composition of the adventure mode.

The developers explained that in the past, they designed the adventure mode as a journey through the locations in sequential order.

So when the player gets to region 3, you're going to be more powerful and better equipped than when you first stepped into region 1.

We are rethinking this approach to promote a less linear path of progression.

Hytale world is bigger than you think!

At this time, all of the first three zones have content, elements, and rewards from numerous scenarios within them.

This means that your adventure can begin in Region 1, 2, or 3. We are not deciding if this will be a matter of chance or a matter of player selection, and also the names of the locations have not yet been finalized.

No matter where you start your journey, you will have the choice of settling in your home sector, moving to another region or even moving between them.

Whatever you decide, you will have the chance to find the right content at your level of power.

You can probably tell which areas are likely to suggest a bigger challenge!

The level of a particular sector is detrimental to the types of pre-made items you'll find there.

Here's a higher-level edition of the same criterion - players who want to confront the undead occupants of this ruined fortress should be well prepared!

While the encounters increase in difficulty, so do the NPCs who inhabit them.



Although we have explored the criteria of enemy classes before (you can see a sample case of Trork subtypes in last year's blog) we were doing a job on propagation with a scenario system of our own.

Some types of powerful opponents at this time will only occur in prominent level encounters. Other classes have the ability to manifest in multiple scenarios, but they "level up" as you continue.

In this screenshot, the player is fighting an undead mage. These are subtly more advanced than your basic skeleton (you won't find them at the lowest level of adversity) but they are not the deadliest enemy you will encounter either.

This is what you can find at a more prominent contrarian level. It is then, a vigorous alteration of the same basic archetype of a mage, with a more alarming facade.

Luckily, the player in this plan also had some new additions to his team!

These changes are being tested by the whole team for the time being, but we are motivated by the potential of this system to add diversity and offer players more settings in the direction they take at the beginning of their adventure.

The next step is to fill the use of similar content updates in Zones 1 and 3, which will include new types of prefabs and NPCs for a diversity of factions, introducing Trorks and Outlanders.

Please, look forward to hearing more news in future progress update!

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