Weekly Update #22
Scenes "Invasion!" Encounter Paths are now shorter (enemies will appear sooner) Abilities and Talents New properties: Discipline & Quality Developer's Note: These are just for sake of grouping now, but it will be used with modifications that will increase chance of spell from given discipline (eg. Storm, Fire). Quality will
Weekly Update #21
Scenes Created Blacksmith Workshop with first NPC - Blacksmith Wuhdo! Training Dummies in Auglen have different interval for protection buff (one of them does not have buff at all) Training Dummies heal themselves every 2sec. (was 3 sec.) Quest "Prepare for battle" now grants
Weekly Update #20
Scenes New Quest: "Invasion!" (WIP: fights with camps leaders are yet to be implemented) Created new paths for "Invasion!" Quest: from north gate and from east road Abilities and Talents New Effect: Bleed - deals damage based on enemy max health, 2% per stack
Weekly Update #19
AI Added new nodes that handle movement originated from PatrolSystem Scenes New Quest: Prepare for Battle Developer's Note: Introduced a new quest as a proving ground for the QuestManager system. This quest ensures that the player is equipped with a weapon, learns its usage, and is guided into
Weekly Update #18
Scenes North city exit passage sends now a proper notification to indicate how it should be unlocked UI Simple Notifications on the left side of the screen Current DPS is displayed above Combat Log Core Mechanics Created new String Channel for notifications Extracted demo components to scene
Weekly Update #17
Scenes Created blockades in city with new "Passages" component Northern passage is in blocked state and can be unlocked by equipping weapon Visuals Reduced Saturation of colors by 30 Increased Post Exposure by 0.15 Core Mechanics Weapon Channel Type OnWeaponEquipped Channel Game Mechanics Passage component Developer's Note: Passage will be in-game machanic
Weekly Update #16
Scenes Auglen Painted ground textures Created basic town space Prepared north camp Prepared farm area Visuals Prefabs and props textures updated to match similar color palette and saturation Added Post processing to create more "cartoonish" feel with dimmed color palette (danger indicators can be much brighter to pop
Weekly Update #15
Visuals Auglen Scene Core Mechanics CastedAbilityTask now implements logic for danger indicator Devilish Vine Tentacle Whip Attack is now performed using CastedAbilityTask Bugs Fixed issue where enemies were spawning on top of each other Hopefully fixed issue where blazing trail talent did not end with dodge animation
Weekly Update #14
AI Redesigned FSM approach instead of custom FSM for each unit, there are now archetypes FSM Tank Archetype Gnoll Shaman will use AcidRain only when player is in view range Simplified FSM Tasks for special Abilities, eg. CastedAbilityTask, or ChanneledAbilityTask instead of individual task
Weekly Update #13
Audio Sword Swing SFX is now triggered with certain animation frames instead of attack action Enemies Gnoll Shaman: New Ranged Enemy dealing poison damage Acid Rain Ability - Summon acid form the sky every 0.5sec for the next 10 seconds (Cooldown 15sec.) Gnoll Thoughskull: Tank