7 hours ago

Dialogue is in, with conditional checks and branching options as well, its feeling more like a game already




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Plus weapons. loooooots of weapons. 1H and 2H variants, each with different attack speeds, stamina costs, damage (ofc) and ranges. as you level up with each weapon type you'll get a little faster and hit a little harder.

Testing and balancing combat. haven't implemented magic yet, but that will put a whole new spin on it. skeletons are a bit tough for level 1 but it can be done. they're in the 6-10 range.

The freedom of the crafting and decorating system can lead to some interesting decisions lol. but we figure, if the player wants to, why not? doesn't break the game to let them place things where they want to... and if they make weird stuff, so be it

Testing and New Improvements

I'm testing something interesting: the ability for 2D characters to interact with the 3D world and make them look more in tune with the game's aesthetic.

#IndieGame #GameDev #HorrorGame #ReunionFate #Monster #Fantasy #IndieDev

took all day but it's all in now. every level gives one point in every stat, and your playstyle will affect your characters stats as well. swinging a sword increases strength, hitting enemies increases sword ability, etc.

final renders. btw rig is there, but it doesn't fit the games at all. so i don't know. i'll probably post it, and then if someone wants to make it cool... By me (edit mesh/texture), enplay(base mesh), renz (Rig)

Always start to feel like an official project once main menus and sfx are in lol

Tweaking the combat a bit so it feels less hectic and more controlled/Tactical-ish. More options to create and close distance as well as the beginning stages of the magic system... magic will be used for combat, exploration, and even farming.

digging the title screen, and the music helps make it feel like a real game lol.

what do you think?