Weekly Update #37
Gameplay Changed keybinds for gamepads Increased max enemies on screen based on talent count, using a structured scaling method Scenes Designed new layout for Auglen Hub Scene Designed layout for initial invasion scene (and future iterations) Designed layout for "Siegbreaker" Scene Designed layout for "Trade Route Ambush"
Weekly Update #36
Gameplay Added several conditional interactions for Blacksmith Wuhdo, along with three fallback dialogues Audio Recorded voicelines for Wuhdo interactions UI Added UI components for dialogue display Developer's Note: Simple Dialogue: Plays audio (if available) and uses a notification-style popup for text. Does not block movement. Full Dialogue: Displays a large modal with an
Weekly Update #34
Gameplay Reworked the dash mechanic to make it smoother. Instead of relying on the root motion of its animation, the dash is now fully controlled by code. Introduced DashStyle enum to ensure all systems read a unified dash Developer's Note: Regular: Dash forward given distance. Ambush: Ends
Weekly Update #33
Thousand Rouges by Codeage 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
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
Weekly Update #31
Thousand Rouges by Codeage Gameplay Picking Power Orb will now stop player movement Player movement now smoothly transitions from idle to running and back to idle, eliminating abrupt snapping Weapons in Auglen can now be switched freely Healing Orb drop chance reduced to 50% (from
Weekly Update #30
Thousand Rouges by Codeage Gameplay New Status: Unstoppable - Enemies with this status are immune to stun, knockback, and ability interruptions Players are now susceptible to being stunned Chain Lightning and Thunderclap added as starter abilities for testing purposes AI Enemies now move with implemented local
Weekly Update #29
Thousand Rouges by Codeage Gameplay All swords in the Auglen Town have been temporarily unlocked for testing purposes, as game progression mechanics are not yet implemented. Created multiple LevelScaling modifiers for different enemy archetypes: Tank, Bruiser, Caster, Ranged, Disruptor Player health reduced to 500 Smart