Weekly Update #9
Audio Option in UI moved SFX Ability Swap SFX Power Selected SFX Countdown SFX Sword Swing SFX Bugs "Cursor" event for UI controls was sent multiple times
Weekly Update #8
Abilities and Talents All talents descriptions were rewritten to use DescriptorCompiler Visuals Descriptor Compiler - apply all talent stats (basic and custom) and inject them into raw description with applied units (seconds, meters, percentage) and standardized coloring UI Ability management Panel (popup) - allows to
Weekly Update #7
Audio Audio events are separated into channels (Player, Enemies, Abilities, SFX, World, Music) Weapon pickup sound Power Orb pickup sound Player footsteps Forest Ambience Village Ambience Enemies Devilish Vine tentacles are now spawned in free space in the direction of player (using FreeSpaceDetection component) Visuals Improved visuals for Healing Orb
Weekly Update #6
Abilities and Talents Protector Effect now applies Armor Stat buff instead of directly reducing damage Audio HealthOrb pickup sound Visuals VFXManager - PlayOnInstantiate Setting HealthOrbs spawns now in random (free) area after killing enemy Spawning HealthOrb is now preceded by trail effect to point out where drop
Weekly Update #5
Visuals Balance Changes Weapons Effects Earth Talents Fire Talents Storm Talents The end of first milestone is here. All basic gameplay logic is implemented and ready to improve upon. The next milestone should be closed within a month in august.Main focus of next milestone will be in-game
Weekly Update #4
Main focus in this week was put into gamepad support and ability/stat scaling. Each talent acquired by player will now increase his physical/magical damage scaling, but it will also increase overall health and damage of spawned enemies. Work with scaling enemies will be continued as process going further into the game, because there is no universal formula that accounts for all cases and scaling for enemies will be handled by using lookup table.
Weekly Update #3
Abilities and Talents Tectonic Pressure: active talent for Obsidian Scales. Releases 50% of stored damage in 3m area around player Protector Effect: (rework) Protection aura was difficult to maintain, from now on protection is skill tanks will cast every 10 seconds which
Weekly Update #2
Abilities and Talents Conduit: Dealing critical strikes applies Conduit effect on enemies, increasing storm damage they receive by 20% for 15 seconds Lightning Rod: Dealing critical strikes, using slam attack, or using Call Lightning skill creates additional lightning strikes on every enemy
Weekly Update #1
Abilities and Talents Obsidian Scales: Spreads received damage over time Call Lightning: Strike current target with lightning Enemies Skeleton Warrior: Just skeleton with a sword Skeleton Defender: Tank unit. When present on scene, it reduces damage taken by other units by 90% Devilish Vine: Stationary enemy