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Weekly Update #33
Gameplay
- Added visual cue when combo window is active (weapon glow and slight time slowdown)
- Implemented combo system
Developer’s Note:
Transformed current attacks into light attacks and added 4 heavy attacks.
Each attack now has assigned next light and heavy attacks (falls back to weapon family defaults if not specified).
- Replaced weapon-specific damage with attack-specific damage values to encourage players to discover deadly combinations.
- Introduced attack types
Developer’s Note:
Regular: Standard attack.
Cleave: Deals reduced damage to additional enemies touched by the weapon collider.
Slam: Applies knockback to the directly targeted enemy.
- Enemies hit directly now highlight briefly (white flash) and play a hit animation (interrupts casts)
Developer’s Note:
Hit animations do not play for additional targets of cleave attacks
- Implemented hit stop when a direct hit connects with an enemy
- Added camera shake (magnitude 0.1) for every direct hit (critical hits still have a stronger shake at 0.7 magnitude)
- Introduced Rage system
Developer’s Note:
Max rage: 100.
Gain rage: 3 rage per 100 damage dealt or 50 damage received.
Decay: 5 rage per second after 3 seconds of no damage dealt or received.
- Added rage cost to active abilities (required to cast them)
Visuals
- Improved blood splatter effects
Audio
- Adjusted SFX volume for weapon swings and body hits to improve balance
- Added SFX for failed ability casts due to insufficient rage
UI
- Added Floating Damage Numbers to better visualize damage dealt and received
- Added grayscale shader for ability icons. Abilities are grayed out if the player lacks sufficient rage to cast them
Internal
- Created WeaponFamily Type to centralize shared properties (e.g., starting attacks, SFX) for weapons of the same family (e.g., swords)
- Renamed AreaDamagePercent to CleavePower for clarity
- Created a visual editor for combo sequences using a node editor
Developer’s Note:
Nodes are colored based on attack style (Regular, Cleave, Slam)
Balance Changes
Talents
- Crimson Frenzy:
- Cooldown: 10
30 - RageCost: 50
0
- Cooldown: 10
- Sanguine Burst:
- Cooldown: 8
10 - RageCost: 25
0
- Cooldown: 8
- Earthquake:
- Cooldown: 10
15 - RageCost: 25
0
- Cooldown: 10
- Tectonic Pressure:
- RageCost: 15
0
- RageCost: 15
- Wave Of Flames:
- RageCost: 50
0
- RageCost: 50
- Call Lightning:
- RageCost: 20
0
- RageCost: 20
- Chain Lightning:
- RageCost: 20
0
- RageCost: 20
- Thunderclap:
- Cooldown: 10
15 - RageCost: 30
0
- Cooldown: 10