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timothytippett

Week 2 Dev Log

Week two started with a rush of content being moved from Unreal to Godot, a new sprite image was pulled from Itch.io (Source: https://luizmelo.itch.io/hero-knight) this allowed us to focus on animations and setting up the basic combat system. Ol' Son isnt pulled from the game, he just wasnt what we needed at the time. We spent some time and thought into controls and how the player should be able to navigate the world and descided that Mouse Click to Move may not be a suitable mechanic as we are aiming to make the game out of the box controller supported. Day/Night Cycle We have brought in the day and night cycle. We adjust a gradient "filter" on the camera to simulate time changes that are realted to ticks/sec minute and so forth. This will be a core mechanic built into the game that forces the player to make a decision. Turn home at dusk to save your gear/loot/shards that youve acquired to level up and upgrade your character or stay into the night pushing through exponentially diffult enemies until daybreak earning greater rewards, unless the character dies, then you loose it all(except for levels and upgrades). Payer's HUD The Player's hud saw some added features and restructure which came hand in hand with some Character Attibutes. The players Health, Mana, and Stamina are now fully implemented and stable. Health, ManaTotals will be modifiable through stat modifications on armor and weapons. Character Attributes A baseline of character attributes have been built out. These will apply not only to the player but to the Enemies as well by default, as Enemies and the Player will inherit from the same template. Even though the atttibutes will be inherited all will be tailored to that specific enemy/ enemy type. Below is a list of current attributes and if they include any additional functionality and what that looks like.

  • Health

  • Mana

  • Stamina


Hit and Hurt Boxes* Incorporated Hit and Hurt boxes for the Main Player Character, as well as hurt boxes for Bones. This was a prerequisite prior to strat of work on the combat system. Player Combat** The player character has been updated to have two attacks available to them. The first "left click" is a basic attack that utilizes no Mana from the pool, but instead relies on the players Stamina as its source. In future iterations we are looking to not have this as a static value, but to allow the player to modify this through armor/weapon Mod's that may say something to the like of "%Increased Stamina", "% Reduced Stamina Cost for Basic Attacks", or even "% Increase to Stamina Recovery per second". This basic attack will receive no modifiers from Abilities, they will only be scalable through Attributes on each weapon. Stamina is also drained through the use of the new Dash feature. At any point in time the player may need to move in a hurry. The baseline values currently, with active regen happening, allow the player to dash for around 10 seconds without any other form of drain on their Stamina. As Stated above, these values will be adjustable by the player through stacking of Mods from armor and weapons.



Theory of operations, Abilities and interactions not yet implemented: Skill Attacks move our combat from Stamina consumption, into Mana. Skill attacks span across several "Ability Slots". A new addition to the Hud is these slots. Lets go into how we are currently thinking about Abilities and their slots. The player at starting levels of the game will start of with 2 Ability slots, One Primary and One Secondary. The primary slot is visually larger with a different border color than the other(s). The Secondary sits to the right of the Primary. Every Ability in the game will have two Stat Blocks, one as it Primary or Prime version and one as its Secondary or Support Version. I'll give an Example. We have two abilities in our inventory, one is called cleave and the other called pestilence. Below is what those stat blocks may look like, These are theorectical and not an accurate representation, only for explanation of UI and interactions:

Cleave

  • Prime: Cost 150 Mana All creatures hit with Cleave take an additional 10% of weapon damage as Bleeding damage over time and are considered to be "Bleeding"

  • Support:

Pestilence

  • Prime: Cost 200 Mana Curses hit creatures reducing Maximum Health and Stamina by 10%, any health or mana that is now over the max is take voided

  • Support: Cost 25 Mana added to Cost of the Prime Skill used Deals an additional 5% weapon damage as damage over time, target cannot regain stamina or health during effect


Using the two Skill examples above and weapon that has 100 damage and assuming bones has 200 max health, if we place the Cleave Ability into the Prime Slot and Pestilence into our Support Slot we would get the below effect on hit per creature hit. We press the right mouse button to attack one "Bones" enemy. -175 Mana is reduced from our Mana pool -Bones takes 100 Damage from the strike -Bones takes an additional 75 damage over 5 seconds -Bones has the status effect of "Bleeding" for 5 duration -Bones is unable to regenerate Health or Stamina



        After one attack bones and waiting out the timer bones will be left with 25 health


however if we flip that and put Pestilence in our Prime slot and Cleave into out Support slot we get the following We press the Skill attack to attack one "Bones" enemy 215 Mana is reduced from our Mana pool -Bones has a debuff placed on him reducing his Maximum HP and Mana by 10% Reducing his HP to 180 -Bones Takes 100 damage


        Bones is left with 80 HP after the strike but is permanenlty debuffed with health and mana


For raw damage output the first option is a better choice however when we take into consideration multiple enemies being struck at once and then multiple strikes we may consider the second option supporior for the player's play style.


Enemy Can See Logic Implemented a basic logic system that will tell an enemy "when" it can see the player. This will be enhanced to prevent players from feeling "watched" by the enemies in the near future. nothing ground breaking here yet just something that was added in.


Big ups to Aoeel for doing alot of heavy lifting this week, its been a busy one for me personally and he definately came in huge!



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