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
  • Sanguine Burst:
    • Cooldown: 8 10
    • RageCost: 25 0
  • Earthquake:
    • Cooldown: 10 15
    • RageCost: 25 0
  • Tectonic Pressure:
    • RageCost: 15 0
  • Wave Of Flames:
    • RageCost: 50 0
  • Call Lightning:
    • RageCost: 20 0
  • Chain Lightning:
    • RageCost: 20 0
  • Thunderclap:
    • Cooldown: 10 15
    • RageCost: 30 0