Celebrating Seven Years

Development

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

Earth shaper calling forth metal shields and launching them as projectiles.
  • New Ability: Ironwright
    • Create heavy shields that block attacks, or throw them at foes.
Ride a wave into battle, or launch it as a projectile
  • 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
  • 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.
4 Wraith Avatars in different color outfits
  • 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)
  • Character controller improvements
    • Ledge climb improvements
    • Platforms with one directional jumpthrough support (called Astral platforms)
Volcanic Island's maoi heads with beautiful waves washing on the shore.
  • Volcanic Island beautification
    • Beautiful wave hazard
    • Cliff face, foliage, color balancing
    • Cute relaxed wind swirls (also added to Cliffside)
    A platform with a space puncture effect as a character jumps through it.
  • 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.
Bowling with Boulders and Barrels
  • 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.
Ritual Codex view (rough draft)
  • 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.
    • Objective Display
      • A necessary UI element for the changing gameplay objectives during gauntlet mode.
      • Time limit, survival, quell, collection, traversal, Rite mode, defend location
  • 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
Choice Selector interface to gain an ability (rough draft)
  • 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)

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