Game
Masters of Anghoul

2 months ago

Devlog 11 - Quality of life, New Mobs, Refined Systems

#rpg #dungeoncrawl #dungeoncrawler #action #adventure


Welcome back to another dev log! Today we have a few cool things to discuss with everyone.

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We've added a new mob to the game! Please welcome the Rock Golem!

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Above is a version of the Rock Golem, this one with LEGS! It's a revolutionary part of the body that we decided to pioneer. It's quite impressive.

He walks around, and is primarily a melee combat unit. The health bar above his head is not accurate. It's still a WIP as of this time.

Below is the second Rock Golem. This one is a ranged variant that floats. We're still working on slowly updating the model's crystals to be similar to the ones in the level. But that will come with time, as it's not the most important feature we're working on as of this time.

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We were having some issues with the exporting and importing of them, as Unreal sometimes likes to warp models. We got that resolved after some time of playing with settings and talking with other modelers on how to resolve it. Now both models are all good and implemented.

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Finally there's shop keepers in the game! We've finally come to a point that we can start the progress of adding in out shop keepers and getting them tweaked how we like. At this time they aren't 100% complete, as there's a couple other functions we would like them to do beyond buying and selling you items.

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As of right now, you can filter items by the world the items are discovered in. Soon we will be adding the ability to filter items based on their item type, along with each subclass of item type (like the various weapons).

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There's now a mob spawner actor in the game. It's not something visible or interactable, as it's made for initial mob spawn in the level. They now will randomly spawn within a set radius, with a random amount in the range we set. Instead of randomly select a mob, we've opted to manually select which mobs are allowed to be spawned by the actor. This will allow is to fine tune the balance in the game in the future as we progress.

mobspawnerv1.gif

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The PVE system has been started. It needs heavy refining as we work with more spells, items, animations, and find bugs, however the player can equip items which will increase the attack damage done.

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For each level, there will be named area. When entering the new area, you'll be notified on what the world is along with the area name for that world.

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The mob health bar is not finalized at this time, as we're not sure exactly how we would like it designed. As of now, this serves the purpose of telling us the mob health and how our PVE system is working.

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We've updated the item info menu. The old one looked bad, even by programmer standards. It also functioned somewhat poorly with not much room for improvement. We decided to make the menu something that opens when you click on the item, rather than hover over it.

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As of now, we don't have all the item info completed, and we will make the menu more dynamic based on what type of item it is (equipment, craftables, materials, etc.). For now it serves it's purpose of making our lives easier to look at and deal with. Polish will come in the future.



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