Update #29 - Reworked Combat and Smoldering Embers

Saturday, September 3rd. It was quite a successful week for combat, and -- believe me or not -- I am getting much closer to being satisfied enough with the engine to start working on the actual content. It's been a long journey so far, but I have learned a lot! Here are some of this week's minor changes:

  • Fixed a bug that caused characters and the player to be removed from the game on death.
  • The death screen will now draw properly above the transition screen.
  • Fixed a bug that caused the player to take damage when shooting a bow at point-blank range.
  • Split the Weapon.cs "damage" variable into two, "physical" and "projectile" damage types, and added a "BlockPercentage".
  • Heavy crossbows now derive from the Crossbow class rather than a separate one.
  • Made some backend changes to how spellcasting functions.
  • Added "lifetime" for time-based visuals, and "isMultiple" for allowing a visual to be added multiple times (emitters).
  • Blood spews out of monsters when hit by a physical attack.
  • Added ConnectedParticle to available particles. This allows particles to be connected visually via lines.

Reworked Combat

While it took a majority of my week, I'm much happier with how combat works. My goal this time around was to make it with maximum freedom and flexibility in mind for those who are creating the weapons (for now, that's online me). To start, there are four categories of combat in Pilgrimage of Embers:

  • Striking. Close-range weaponry. This includes swords, warhammers, spears, etc.
  • Shooting. Long-range weaponry. This includes crossbows, longbows, thrown weapons (knives and potion flasks), etc.
  • Casting. Catalyst weaponry. This enables the wielder to cast spells, and includes shortstaves, longstaves, books, etc.
  • Blocking. Damage prevention. This is primarily shields.

Though a sword is in the striker category, that doesn't restrict it from performing actions from other categories. Swords that can cast spells are possible, as well as spiked shields that deal damage, or crossbows with a metal shield in the front for defending. The most common example will be strikers (greatswords, spears, etc.) with a blocking stance.

Smoldering Embers

When you die, your embers (experience points) are placed at your feet, and you will be transported to the last soulgate you rested at. To retrieve your embers, you must travel back to where you last died and collect the smoldering embers. However, be careful: if you die again before you reach the pile, it will disappear!

I have to point out how awesome the smoke is. It didn't take long to add, but it looks and feels life-like. This is what happens when you let realistic wind influence the objects on a map!

I can't say this with 100% certainty, but next week's update may be the last before I start working on alpha content. You'll begin to see a shift to a more creation-oriented style of updates.

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 #27 - Start Screen, and Plenty of Fixes

Helloooo! Even though there were a number of power outtages and thunderstorms yesterday, I've managed to get quite a bit done this week. As always, I'll start with the twenty-four small fixes and tweaks:

  • Added in Jewellery equipping and functionality.
  • The HUD's top-left corner has found a purpose: faction symbols.
  • Tweaked how factions are added. Cleaner, easier.
  • Added a "Remove" shortcut to UIs, which removes equipped items from weapon, armor, jewellery, ammo, and quickslots.
  • Added icons to the Settings tabs.
  • Added a check for empty names when creating a new save file.
  • Fixed Settings selection box drawing behind buttons.
  • Fixed misbehaving buttons on the character UI.
  • Fixed quickslot scrolling when mouse is in other UIs.
  • Tweaked how the HUD displays the character's name, as well as font and color. 
  • Adjusted Gamma positoning in settings UI (down slightly).
  • Added hover check for all UIs. This is primarily for preventing weapon attacks when clicking inside of a UI.
  • Added all implemented skill descriptions.
  • Added a pop-up to the Controls tab that informs the player to "Press a key to assign."
  • Added ember particles to the logo.
  • Added temporary icons to warping UI.
  • Moved mending ingredients from item to MendersTools.cs. Cleaner, easier to add new "repair recipes".
  • Added more save data values to items.
  • Moved reinforcing variables to ReinforcersWorkbench.cs. Cleaner, and somewhat easier to add new reinforce levels and ingredients.
  • Added five more categories that will be output into the Creator's Guide.txt. 
  • Changed when the Creator's Guide.txt is generated. You must be in-game, then press F8 (debug) then F10 (output).
  • BaseFaction.cs has been improved. Added symbol, color, and default disposition options.
  • Armor and weapon reinforcing now works as expected.
  • Hooked up a few more stats in the Skills UI for displaying (Physical, Projectile, Magical Defense).

Start Screen

I don't think an explanation is needed for this one. As soon as you press a key, the main menu will appear. Eventually, when I add in locations and more maps, the main menu will be situated around some of those places!

As you can guess, I spent a lot of time this week focusing on the smaller details. This is all very important stuff, just takes some time. Assuming I don't find any more tasks to do, I only have ten more small tasks like above to work on! Then a few big tasks that need pondering.

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 here!

From Enckling, with love.
Shyy Guy