Next up
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.
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.
Reworked some of the farming systems to help a bit with more accurate placement. so now the player can walk when they're tending the garden and the hit locator will change colors depending on if it hits something else or not.
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.
New demo is live, and there's some pretty significant changes including an intro cutscene, people to talk to, full save system and gamepad support (excluding for the title screen... gotta click that with the mouse) but yea, let us know what you think :D
digging the title screen, and the music helps make it feel like a real game lol.
what do you think?
Dialogue is in, with conditional checks and branching options as well, its feeling more like a game already
Always start to feel like an official project once main menus and sfx are in lol
still chugging along on the update, things are coming together pretty well 😁 hopefully we should have something playable out before too much longer.
in case you need the controls layout until we're able to update it. gameplay hint; don't underestimate how useful a well timed dodge roll can be 😉.
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