Update #33 - Jewellery, Flame Monuments, & Level Design

Hello again! How are you this fine day?

I did just a few minor code improvements which I'll list below:

  • Refined some minor debugging details, and added debug-related buttons. I kept forgetting what some underused shortcuts did, now no one will!
  • Screenshotting (F12) works as expected. Combine it with the Magnifying Glass item for interesting results.


Nearly all of the jewellery for the first alpha release has been completed! Compared to last week's update, you may notice some additional effect and name tweaks have been made. Here are all of the finished items, and what some of them do:

  • Ring Of Renewal. Increases stamina restoration.
  • Ring Of The Flameful. Secret.
  • Spellcaster's Patron. Gradually restores magical energy.
  • Wooden Ring. A ring carved from stillwood for a purpose unknown to it's bearer.
  • Ring Of Hastening. Increases attack speed.
  • Resistance Armyll. Increases resistance to negative statuses and improves defense against spells.
  • Knight's Bandstrot. Secret.
  • Tongues Of Foreigners. Allows comprehension of a few uncommon languages.
  • Chain Of Easing. Reduces armor weight by 30%.

Flame Monuments

You may have heard me mention "soulgates" in a couple of previous updates. This was what I called the checkpoint system, thought up long before I went with a fire-oriented theme. Flame Monuments aren't a new feature, but rather a "re-branding" of an existing one. Quick re-cap:

  • When you die, you will be moved back to the last monument you rested at.
  • Monuments currently have two states: unlit and ignited. Unlit monuments must be ignited before the player can warp to or rest at said monument.
  • The last monument rested at will emit embers, and gives you access to important UIs (brewing, leveling up, warping, etc.)

Level Design

The starting map of the player.

The starting map of the player.

Introducing the Temple of Embers' Waning. The level design itself has over fiften separate maps (not pictured: map borders). There are just a few maps that won't be included in the final release, as they are used to give a logical conclusion to a pathway that will eventually connect to a new location (Bottom-right corner, and top-right beside the river).

I'm inching closer to the alpha release every day. So... what's left? The highest priorities for next week are to finish all planned item icons, and then to work on environmental design and art. After I finish those, I'll finish the in-game item recipes, work on entity animations, or do more with audio (general SFX and music).

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #32 - More Item Icons

Hey! It's Saturday, October 8th! This week, the majority of my focus was on item icons, and  I made quite a bit of progress. Although most of the items have not been added in, this is a big step towards alpha release. There is roughly thirty more item icons to draw, and almost all of those icons are armor pieces. Anyway, let's jump in.


Below is a list of all the item icons I completed this week, and this video shows off how I created some of them. Unfortunately, I had to split up the image due to it being too large for my website to resize.

  • Band Of Nature. Running through flora does not hurt them.
  • Ring Of The Flameful. Heightens embers received from fallen foes.
  • Spellcaster's Patron. Slowly regenerates magical energy.
  • Resistance Armyll. Heightens resistance against negative statuses, magical attacks, and stunning.
  • Ring Of Renewal. Heightens stamina regeneration.
  • Conserver's Ring. Small chance ingredients won’t be used up when crafting, brewing, or smelting.
  • Ring Of Hastening. Heightens attack speed of weapons.
  • Tongues Of Foreigners. Allows comprehension of previously unknown languages.
  • Chain Of Easing. Armor weight is halved.
  • Casual's Necklace. Prevents death. [Alpha item, only available when beginning a new game]
  • Wanderer's Bandstrot. Improves stats, and allows unlimited teleportation to the last soulgate rested at.
  • Tonic Of Force. Heightens physical attack damage for a time.
  • Spearguard's Stimulant. Heightens defense against physical attacks for a time.
  • Stilling Concoction. Temporarily improves accuracy with archery weapons.
  • Drop Of Celerity. Temporarily increases movement speed.
  • Tarnished Shortsword. A dull sword, impractical and weak.
  • Pale Poker. A palewood rapier. In such good repair, it was likely decor for a lord's hold.
  • Wyrmtooth. A strong bone in the shape of a dragon's tooth, crafted into a weapon.
  • Sacrificial Dagger. An iron weapon with an unusual enchant.
  • Old Knight's Longsword. A weapon of a knight, whose name was lost many seasons ago.
  • Primitive Spear. A makeshift weapon of those who have little.
  • Stonestrike Halberd. A poweful weapon said to be able to slice through stones with ease.
  • Huntress Shortbow. A shortbow commonly used by southern huntresses.
  • Beastfeller's Arweblast. A heavy crossbow issued to those who wish to slay large beasts.
  • Wallguard's Crossbow. Crossbow of a common guard.
  • Longbow Of The Keen. A bow of eastern origin, allows the wielder to see further.
  • Old Knight's Greatshield. A greatshield of a renowned knight.
  • Villagekeeper Shield. A shield from small villages in the province of Arisonte.
  • Caster's Shortstaff. A magical shortstaff.
  • Lightworker's Quarterstaff. A quarterstaff of uncertain origins. Perhaps it once belonged to a recluse?
  • Warmage's Longstaff. A longstaff with an iron-tip, useful for spellcasting and stabbing.
  • Of Blessings & Sundries. A wellkept book on blessings and sundries. It has an odd energy about it.
  • Grimoire Of Chants. A list of chants and cursings, an uneasiness is given to its reader.
  • Explosive Flask. A flask of volatile liquid.
  • Poisonous Flask. A flask of poisonous liquid.
  • Iron Francisca. A throwing axe wrought from iron.
  • Iron-Tipped Stake. Palewood stake tipped with iron, intended to be thrown.
  • Eastern Skullpiercer. A javelin of sorts, from the land of Liyawane.
  • Caster's Hood. Hood worn by a spellcaster.
  • Caster's Plated Robes. Plated robes worn by a spellcaster.
  • Caster's Legs. Wool legs worn by a spellcaster.
  • Caster's Armbraces. Armbraces worn by a spellcaster.
  • Caster's Footgear. Foot protection worn by a spellcaster.
  • Mender's Mucilage. A tree sap mixture favored by those who wish to mend things.
  • Familiar Fragment. An item of unknown familiarity. Transports you back to the last soulgate rested at.

Next week, I plan on finishing the rest of the item icons and add as much of them as I can into the game. Maybe I'll mix in a little bit of level design too.

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #31 - Items & Fifty Alpha Sign-ups

Friday, September 30th. This was the first official week working in pre-alpha stage, and it's taken a bit of time to adjust from being the "coder guy" to being an "artwork and audio" guy. Though I got off to a slower start, I'm happy with what I accomplished this week. Since I did very little actual coding, this blog post is going to look a little bit different!


My primary focus this week was items, so I'll go ahead and list the ones I worked on:


  • Icons only: Spearstone, Iron, Glass, Poison, and Flame Arrows.
  • Icons only: Spearstone, Iron, Glass, Poison, and Flame Bolts.


  • Items: Common Stone, Spearstone, Riverrock, Palewood Log, Stillwood Log, Storgewood Log, Anthracite and Daylight Coal.
  • Fixed Icons: Iron, Silver, and Gold Ingots.


  • Items: Glass Bottle, Filled Bottle, Ruined Brew, Shriekhorn, Magnifying Glass, Realmfarer's Glass
  • Item OnlyFamiliar Fragment, Ceramic Bank.

Fifty Alpha Sign-ups

I'm happy to announce that fifty people have signed up to play the alpha! Many months ago, I set this as a goal to achieve before the alpha was released. To my surprise, more people started signing up even without me tweeting about the alpha on Twitter, resulting in the goal being reached much earlier.

Thank you to everyone who talked about my game to other people, and shared/retweeted my content!

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy

Update #30 - More Changes, Dodging, And Pre-Alpha Stage

Thursday, September 15th. It's official: the game engine has entered the pre-alpha stage! More on that in a bit. For now, here are the minor changes:

  • The inventory item description can now be scrolled through, allowing for more text.
  • Fixed and re-added text formatting.
  • The inventory item attributes can now be scrolled through, allowing for more text.
  • Added weight to armors. This reduces the character's movement speed, but increases stun defense.
  • Added entity interaction to the smoke.
  • Added some SFX to the UIs, notably Brewing and Smelting.
  • Added data saving/loading to the Brewing UI.
  • Added sword and shield deflecting animation.
  • The WeaponLine.cs boolean "IsActive" is no longer dependant on min/max angles. This will allow for both slashing and stabbing attacks.
  • Improved the look of blood. It is now darker.
  • Added TrailParticle.cs and ConnectedFloorParticle.cs.
  • Added RandomObject.cs and List.cs.
  • Slightly improved the VariableCircuit class.
  • Improved how damage is processed per entity. Now, multiple swings per moveset are possible.
  • Sparks fly when shields and swords clash.
  • Re-added deflector, striker, shooters shadows.
  • Positioned the look direction center around the upper body. Among others, this makes projectile-based weapons a lot easier to aim.
  • Jump height is now properly affected by armor weight.
  • Fixed the action time not being affected by weapon speed.
  • Changed the entity hitbox from a circle to a rectangle.
  • Added two positional motion vectors to entities: movement and controlled. Movement is for where the character wants to go, controlled is for everything else (E.G, very strong wind or flowing rivers)
  • The bows were misbehavin', so I fixed 'em.
  • Added a pop-up number that says how many embers (experience points) you have recently received.
  • Fixed an annoyance that caused the controlled entity to use a combat weapon when clicking certain UI elements.
  • Fixed a small issue with soulgate-reliant UIs not closing when moving away from the soulgate.
  • Changed how the ore smelter handles items, now consistent with the way brewing does.
  • Added saving and loading to the ore smelter.
  • Improved how items stack, and how many. Items such as weapons and armor can have multiple stacks, whereas consumables and resources can only have one.
  • Improvements made to SingleItem(game object), Brewing, Ore Smelting, and Stonehold relating to item multi-stacking.


Though an important aspect of combat, there isn't much to be said about it. To dodge, the player willl press Left Alt (or assigned key) and then rolls towards the mouse's position. The rolling speed, distance, and consumed stamina is determined by the character's Agility level and armor weight. When rolling, the character won't take damage from weapon or projectile attacks, but will from area-of-effect attacks (such as explosions).

Pre-Alpha Stage

The Stage Meter, as seen at the Pilgrimage of Embers page.

The Stage Meter, as seen at the Pilgrimage of Embers page.

To help organize my to-do list, I made three different categories: pre-engine, pre-alpha, and post-alpha stages. During the pre-engine stage, a majority of my focus was on code. I often compare game engines to house building (not that I know much about that topic). You shouldn't build your house on a weak foundation, otherwise you will find yourself having to patch it up just to keep it together. Similarly, if you have a game engine that was poorly put together, the developer and player will suffer.

I feel very strongly that the engine I've coded has been put together very well, bringing us to the pre-alpha stage! In this stage, I'll be focusing larging on content creation. Here are the primary categories that come to mind:

  • Artwork. This includes tile textures, object textures, entity animations, UI textures, etc.
  • Sound Effects. Self-explanatory. Includes world-based and screen-based.
  • Music. Self-explanatory.
  • Game content. Items, smelter recipes, brewing recipes, spells, rumors, etc.
  • Lore. The stories of places and peoples.
  • Level Design. The layout of each map.

Once everything is complete, I'll release the alpha for everyone who has signed up. Then begins the post-alpha stage. During this, I'll receive the feedback from those of you who has played through it and tweak the game accordingly. I will continually update the alpha when there is more completed content. Although the post-alpha stage is the last one mentioned, there will be a few more. I'm not wasting too much time thinking of what is to come after the alpha, but when I do think of a new stage, I'll add it to the end of the Stage Meter seen here (pictured above, too).

That was my week. How was your's? Besides the pre-alpha tasks, I do have a lot of post-alpha tasks lined up which I'm really looking forward to adding in when I finally get to that point.

My post-alpha to-do list.

My post-alpha to-do list.

As always, if you have any ideas, constructive criticism, or just want to tell me how much you dislike my game, you can: Send me an email, tweet @TheShyyGuy, comment on the Facebook page, or respond in the comment section below.

From Enckling, with love.
Shyy Guy