Welcome back or welcome for the first time!
Development has been moving forward on a variety of features. There’s plenty to dive into this year, so let’s dive right in!
Last Year Recap (2021)
- Ritehaven Revamp
- Mudslide ability
- Detonate bot ability
- Harmzone (first ability variant)
- Editor inspectors
- NPCS & Dialogue
- Test of Alacrity (new testing map)
- Avatar Variety
- SFX & Music System
During 2022
- New Ability: Ironwright
- Create heavy shields that block attacks, or throw them at foes.
- New Ability: Hydrosurge
- Call a powerful wave of water, ride it into battle, or jump off after aiming it at an enemy.
- New boss Detonate ability variants
- Tempest: Dodge the several nearby lightning strikes. Variant inspired by Heigan the Unclean boss encounter
- Ensnare: Large zone that’ll root you in place.
- Vortex: Large zone that pulses rapidly damaging and pulling you into the center.
- Ability Update: Rush & Flurry
- Rush: Same as before
- Flurry: Tumble has been replaced with a short ranged melee attack.
- 3 Hits: Gain a short 30% dash and jump bonus
- 5 Hits: Heal 5 HP
- 7 Hits: Deal 7 bonus damage and heavy knockback
- ~45-50 ability and character modifying Rituals
- (New) Ironwright, Rush, Mudslide, Void Zone, Flamewheel, Air Slash, etc.
- (Redesigns) Bramble, Starfall, Water Shield, Pyroclasm, etc.
- Choice selection provides a way to gain Rituals.
- Created rituals for abilities that lacked them.
- NPC & Bot Avatars
- Added the Wraiths (Male & Female)
- 6 color palettes for each
- 100% animation complete (shares player animations)
- Added Molten Elemental (30% of needed animations)
- Water and Earth elementals (up to 75% of needed animations)
- Added the Wraiths (Male & Female)
- Character controller improvements
- Ledge climb improvements
- Platforms with one directional jumpthrough support (called Astral platforms)
- Volcanic Island beautification
- Beautiful wave hazard
- Cliff face, foliage, color balancing
- Cute relaxed wind swirls (also added to Cliffside)
- Level design elements
- Beautiful Astral platform shader effect (jumpthroughs)
- Jump-pads & bounding zones
- Haste zones & tokens
- Bot Behavior (this will get another Bot AI blog post later)
- Aggro & non-omniscience target detection
- Patrols networks including wander, loiter, hiding
- Playbooks to allow for syntax specific behavior like seeking health tokens and changing strategies like seeking the high ground or avoiding close combat.
- Physics Refactor
- Fully reimplement all gameplay abilities using a new PhysicsRequest system, so abilities can efficiently query for collisions on any entities, and react accordingly.
- Built editor tooling for testing and diagnosing collision detection issues
- Can handle multiple collider entities (like Bosses) as well as Props.
- Gameplay code can branch depending on the type of item hit.
- Can request different physics evaluations, cylinders, cones, explosions, nearest, etc.
- Props
- Props are non-character entities that players and bots can attack or manipulate.
- Physics Props: Objects to knock around the stage
- Immobile & Superdense Props: Not moveable, but possibly destroyable
- Reset Switches: Hit a prop to reset items, or cause game events
- Explosive Barrel: Deal AOE damage, knockback and maybe status effects.
- Props are non-character entities that players and bots can attack or manipulate.
- Interface
- Pause Menu
- Settings Menu: Good
- Dev
- Audio
- Controls
- Gameplay
- Loadout Selector (can be disabled when not appropriate)
- Key Rebinding
- Codex
- Abilities: Abilities and usage tips
- Rituals: See the descriptions and requirements for each ritual
- Trials: View description and enemy counts of each existing trial.
- Settings Menu: Good
- Objective Display
- A necessary UI element for the changing gameplay objectives during gauntlet mode.
- Time limit, survival, quell, collection, traversal, Rite mode, defend location
- Pause Menu
- Mountains of bug fixes
- Waves of refactors to allow for better content & gameplay development
In Progress
- Tutorial
- The game needs better onboarding for core systems and narrative.
- A system of sequenced beats and requirements to progress is needed and in development
- Roguelike Mode
- Choice Selectors
- Make choices during a run, to gain abilities, rituals or boons.
- Not all choices are beneficial, some come with downsides, so pick your poison.
- Boons
- A system for gaining stat increases over the course of a run. You’ll also encounter some stat decreases depending on your favor with the gods.
- [Benched] Gauntlet Generation
- Generation is seeded.
- The first version had certain complex problems. Gauntlets require certain structural options, avoiding repetition while also accounting for different choices along the way.
- I began a second iteration, but it is a behemoth of a programming & data problem to do well. It will likely come after other functional aspects (props & bosses) and writing tasks are done (core narrative and tutorialization)
- Choice Selectors
Upcoming
These are things I want to work on next year, this isn’t any sort of promise these will get done and in.
- Lore & Worldbuilding. The game has enough gameplay content. I need to get to telling the story of how things work
- More Prop event functionality, like props that unlock pathways, prevent resources, or that must be protected while bots attack them.
- Interesting and working gauntlet mode. With story & meta progression
- More new abilities & rituals. This is a given, it’s what I enjoy building the most
- Interface improvements and polish.
- Start development of the first boss fight
- Commission paid ‘fanart’ from 2D artists
- Commission some work from 3D environment artists to improve look & feel.
- A Youtube Channel. I want to migrate away from Twitter and this is a way to