Week 3 Dev Log
- timothytippett
- Jan 21, 2024
- 3 min read
Week 3 saw some huge development milestones, from moving away from freely available inventory systems to building out the parent Abilities class.
Both player and NPC's had their attributes moved and refactored to their parent object classes. This allows us to have universal attributes and settings unified across monster types and in the future player characters.
Code was cleaned up across the board for simplification and testing/debug code removed where no longer required.
Add hovering health bars overtop of NPC's. This also came with the player now able to damage npc's with their basic attack and abilities.
Redesigned to HUD to a more "finalized" art piece that reflects lore and not a placeholder. The Heart and Brain art pieces have been replaced with a more standard ORB design which now looks and feels more "clean".
The stamina feature has been reduced in functionality and now only directly affects the players ability to dash while moving. Stamina bar is no longer displayed on the screen for the player to view. In the future we are planning to add an icon on the HUD to indicate when the player is out of stamina and can no longer sprint. We didn’t feel that this mechanic was adding any value to our game or players in fact it felt as if it was a detriment to both.
TAA was enabled for the project and at the moment appears it will be staying.
Redesigned the CanSee and Targeting system utilized by NPC's to a new more efficient method. This now applies to all NPC's and now relates to the the NPC's Aggro Range.
Shards: (Theory of operations, implemented features are noted)
Shards will be the in game currency that the player will be utilizing to upgrade their abilities, purchase Passive Attributes from the Skill Map and purchase randomized gear at their hub in event they die during a run, losing their equipment. Shards can be classified into two groups, Material Shards and Anomalous Shards. Anomalous Shards are shards that the player has gather during their current run and are held in a "Temporary Pouch". Upon returning back to the safety of the HUB the Anomalous Shards are now considered Material Shards and become permanent. An Anomalous Shard will be "dropped" and lost to the player when they die during a run. Shards have been implemented into the game as an item that is automatically picked up when the player passes over top of the shard. Shards that have been picked up are displayed on the players HUD.
Players can now gain experience and level up. Each time a player levels up they also receive a baseline upgrade to their Player Health and Mana.
The Camera has been adjusted to smoothly move with the player.
Ol' Son has been redesigned with a new sprite and animation sequence.
Bones has been redesigned with a new sprite and finally has animations so he no longer floats gracefully as he tracks the player.
Began work on our own Inventory and Character Sheet UI Panels and inventory logic.
This week alot of pieces of the puzzle started coming together. We are excited and proud of the progress we are making and are excited to start play testing. If you would like to participate in the play testing please check out our Ko-Fi page listed in our links section or send an email to us @ info@sloppyfoxstudio.com and we can work with you.


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