Game
Masters of Anghoul

5 months ago

Hey everyone! Items have been a pain to deal with during this development cycle. Through the devlogs, you could always see the random shapes and textures around Aaron's dev map, which was our only way of picking up items. Now we have the looting systems in place, so a big chunk of the gameplay loop is now completed.

-----------------------------------------------------------------

The main thing for this post is the mob item dropping system! Check it out!

mobdropsystemv1-5.gif

Currently the players drop the mob drop box, but that's temporary as we get the PVE system in place now that we have the Slimes pretty much completed with all of their systems.

You will also notice the "reset box" button in the top left, which will be removed later. That is so we can test the item spawning system to make sure it works. That can be demonstrated in the gif.

Not all the items are in the game, as there's still some we're creating, and we forgot to import some that are already completed, but these do automatically pull from the mob that was killed.

You can select to pick up all the items from the box, or you can pick up individual items. The box is persistent, so if you leave an item in it, then you can come back and grab that item later if you want.

If you have any questions on this system let us know.

-----------------------------------------------------------------

Chests are now in the game! They random spawn in the locations we set, and they stay persistent no matter what. That means if the chest spawns it'll always be there, even after logging out. If the chest doesn't spawn, it'll never spawn even if you log out.

The chests will only reset locations after you beat the level boss, allowing you to have a somewhat fresh experience each time you play through. It can get boring memorizing exactly where every little thing will be.

chestrandomspawnimage1.png

The chests will spawn in any item that can be found in the level it spawns in. However, the only items it can't spawn are boss drops. So you can't try to farm boss items from chests.

chestrandomspawnimage2.png

The items found in chests needs to be balanced, as currently you can find a ton of accessories and armor in the chest, easily letting you become fully equipped from the first couple chests. We don't want gear to be rare, but to get 3 earrings, a necklace, chest plate, and boots all from one chest is pretty ridiculous.

chestrandomspawnimage3.png

The current rarity of a chest to spawn is 25%. This will change as we work on the game, since it's hard to gauge the balance on a development map with 10 spawn locations in 5 meters of range.

-----------------------------------------------------------------

For some of the minor updates, we fixed the stamina system. We didn't realize just how many bugs there was with it. We spent a couple hours going through and slowly fixing each and every bug. Now it works perfectly.

For anyone who noticed on our page and on the last Slime post, we added atmospheric fog and updated the crystals in the Cave map. This didn't impact the FPS in any way. This will also be an option to disable in the settings if the fog is too much for older computers to handle.

This is pretty obvious now from the GIF above, but slimes now deal damage. We didn't program the damage system previously as we we're focused on getting the PVE system and mob drop system in place, but now that we're getting to this set of programming, we decided it would be a good time to add the damage. All slimes besides 1 are all complete with their attacks. The range slime needs a little more time since it shoots slime balls.

-----------------------------------------------------------------

Drew is currently on vacation and we forgot to have him make a thumbnail for this post. We will have a real thumbnail created soon.



0 comments

Loading...

Next up

Devlog 7 - Models and Level Building

How do you guys like the level/scene design so far?

#rpg #dungeoncrawl #dungeoncrawler #action #adventure

Devlog 12 - Shop, Blacksmith, Inventory Update!

#rpg #dungeoncrawl #dungeoncrawler #action #adventure

Devlog 8 - AI Advancement and Map Progression

#rpg #dungeoncrawl #dungeoncrawler #action #adventure

Devlog 13 - Anghoul Overhaul, New Building, New Weapons

#rpg #dungeoncrawl #dungeoncrawler #action #adventure

Devlog 4.5

Here's a couple of models we've produced over the week! What are your thoughts?

#rpg #adventure #action #dungeoncrawler #fantasy

We began experimenting with new texture and model techniques! What do you guys think?

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

#rpg #dungeoncrawl #dungeoncrawler #action #adventure

So

i may or may not make an full art of some person or i may just leave this like that-

art comission.