Weekly Update #32

Announcement:

Hey everyone,

I’ve got some exciting (and slightly overwhelming) news to share: my family is about to grow by one tiny human! 👶 As you can imagine, this means I’ll need to take a little hiatus from my usual week-to-week development schedule. While I’m not sure if the big day will be tomorrow, next week, or in the next few weeks, I want to make sure I don’t leave the game in a messy state. After all, I’ll need to return to it once I’ve figured out how to balance life with two kids (because, let’s be honest, one kid is already a handful—how am I supposed to think two will be easier? 😅).

During this time, I’ll still be working on the game, but in a more flexible way. I’ll focus on tasks that don’t require strict deadlines, like:

– Expanding the story and dialogue systems.

– Organizing tasks and planning future milestones.

And for now I can share a little plan in the form of a roadmap for 2025 (without time frames, because let’s face it, babies don’t care about schedules):

Combat Overhaul: Combo systems, chaining attacks, and dash attacks to make combat even more dynamic.

Feedbacks: Enhancing the overall feel of the game, making every action impactful and satisfying.

Player Death: Finally, I’ll let the player die… so they can respawn at the start and try again. 😈

Story & Dialogue Systems: Building the foundation for the game’s narrative and character interactions.

First Boss Fight: A challenging encounter to test your skills.

New Scenes: Expanding the world for story purposes.

Progression Saving: Allowing players to save their progress (and reset it, since we’re still in testing).

Permanent Upgrades System: Adding a way for players to grow stronger over time.

Randomized Rewards: Not every fight will end with a new power orb—sometimes you’ll get something different!

Visuals
  • Created visual effect (Hit Stop with red glow on screen) triggered when player was hit by avoidable mechanic
Internal
  • Added a new IsStatic property to the MoveSystem, which determines if an enemy can be moved (e.g., Devilish Vine or its tentacles are rooted in place and cannot be moved).
  • AIAgent now waits for all systems to be fully initialized before starting its FSM behavior.
  • Introduced a 0.5-second delay in the MoveSystem activation to prevent enemies from moving away prematurely during spawn VFX.
  • Updated the collision matrix to remove collisions between enemies. They can no longer physically block or bump into each other.
Bugs
  • Resolved an issue where player could cast spells while stunned, Apparently, getting knocked senseless wasn’t enough to stop some overachievers from flinging spells around.
  • Resolved an issue where damage-over-time (DoT) effects would not break stealth
  • Resolved an issue where the Wolf would remain in its stealthed form after stealth ended
  • Resolved an issue where the Wolf would reappear in its stealthed form after death. (No longer spooky, just a bug!)
  • The handling of healthbar visibility and opacity transitions is now unified to prevent the active lerp from overriding the hidden opacity of stealth