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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