From recent feedback and bug fixes I have done some fixes, tweaks and added somethings to my to do list
Player changes
Reduced block cost - Blocking an attack was far too punishing and only allowed a couple of blocks before running out of stamina. When character attributes are fully enabled this can be relooked and balanaced if need be
Quick step rework - Quick step has less iframe and less stamina cost - it was far too easy to quick step and never needing to roll
Quick step/Roll key - You no longer double tap space to roll, you now hold space instead. This will avoid double tap not working and reduce input lag
Parry is on its own key! - TAB is now the new parry button and the parry window has been reduced (it was FAR to easy to parry an enemy) -If you miss time a parry, the damage you receive will be reduced
Stamina regen increased - The rate at which you recover stamina has been increased
Bow rework! - base damage reduced because..... it was op. -Light attack now removed - your base attack is always the aimed shot. This makes fast firing skills more sought after
Reduced the amount of time the knockdown animation lasts and you can roll out of the animation faster to avoid being stun locked
AI changes
Archers now shoot slower and over smaller distances as they were a nuisance at times
Bug fixes
Inventory screen adjusted so it doesn't display off screen When opening different UI they no longer overlap each other causing you to get stuck Fixed an issue where AI sometimes spawn with no weapon Fixed an issue where you are stuck in block Fixed an issue where you are stuck parrying Fixed an issue where you are knocked in the air and float Fixed an issue when you can yeet larger AI
Performance Nothing major here as of yet just some tweaks to foliage optimization
New game test and pre-alpha patch 0.6
Hi all,
I would like to first apologies about the length of time it has taken to get this update out. As you may or may not be aware, I recently had a son which has caused delays in game development as you may expect! I also had to focus quite a bit on the WN Dev Contest earlier this year and been properly planning out my roadmap and design of all game systems.
I made the decision to implement a system I was working on prior to this project, which gives the player the ability to craft their own abilities. I spent quite a lot of time tweaking the system to get it feeling okay and would now want to some feedback, suggestions and critique on it.
Firstly I will cover the ability crafting and cover patch notes in the next section.
Ability crafting
To craft an ability, you must choose 3 components. A weapon, a base skill and a method. You can then use the “power slider” to increase of decrease the strength of the ability which effects the amount of adrenaline required to use it.
Sword and shield
Base skills Assault – Deal direct damage with your weapon Haemorrhage – Deal damage with your weapon causing the enemy to bleed Pierce Armour – Pierce armour reducing their physical resistance Incapacitate – Rend the enemy causing slow Shield hit – Deal direct damage with your shield Shield Knockdown – Deal direct damage with your shield knocking the enemy to the ground Defence Boost – Bolster your shield defences
Methods Slam – Slam the ground knocking enemies in an AOE to be knocked off balance Rapid Strike – Strike the enemy three times in quick succession Thrust – Powerful thrusting strike Double slash – Slash the enemy twice Shield smash – Smash the enemy with your shield Shield charge – Charge forwards and strike your enemy with your shield Empowered block – Blocking will not consume stamina Empowered parry – Executing a parry allows an empowered riposte
Two hand
Base skills Assault – Deal direct damage with your weapon Leg Sweep – Knock your enemy to the ground Shield Breaker – Cause high damage to enemy's shields Disarm – Disarm your enemy reducing their damage dealt
Methods Diving attack – Leap forwards striking the enemy with your weapon Uppercut – Powerful uppercut strike Whirlwind – Spin and hit all enemies around you Cleave – Cleave enemies in front of you
Bow
Base Skills Broadhead Arrow – High damage standard arrow Poison Arrow – Inflict poison on your enemy Exploding Arrow – Cause an explosion on impact damaging nearby enemies Rooting Arrow – Cause slow on your enemy
Methods Aimed shot – Slow powerful aimed shot Rapid fire – Rapidly fire three arrows Quick shot – Swiftly fire one arrow Split shot – Fire three arrows in a cone
Patch notes
Character Creator 3 I have opted to use Reallusion's CC3 for created NPC models. This steam lines a lot of 3D modelling for characters at a high quality, allowing more flexibility and originality when it comes to character design.
Quests The previous quest system I created from scratch had quite a lot of bugs, mainly surrounding saving the progression, which caused issues when dieing half way through a quest. I decided to scrap this system and redesign it taking elements that worked well. Up to now *touch wood* many of the bugs have been fixed.
Save Game Along with the quest bugs, the inventory also brought a few challenges loading in the player's inventory slots. This has also be re-worked.
Sounds Awesome new combat sounds have been added to the game that have been made by Cai Jones.
Weapon swaps and Hot bar The weapon swap cool down has been reduced allowing the player to swap more frequently and utilise their weapon skills more frequently. Hot bar is set up to allow 3 skills per weapon type. When magic is initiated, these skills will be replaced with magic abilities.
Bug Fixes Fixed a bug when loot failed to drop or would display loot has dropped with no items to loot Fixed an issue that caused stuttering during movement Fixed an issue that caused the stamina bar to stop replenishing Fixed an issue that caused the adrenaline bar to stop filling Fixed a bug that caused the UI to remain in certain situations such as during the execution Fixed an issue that causes AI to attack before their current attack has finished
European Unreal Engine WN Dev Contest Final!
Just a quick announcement to let you all know we made it to the finals in the WN Dev Contest! This is a great achievement for a solo developer and went up against some good games and companies. From over 550 submissions to the top 34!
I wish everyone the best of luck in the contest and no matter what happens, I can hold my head up high reach the final
If you want to show some support, please give the game a thumbs up on the contest website, you can vote once every 24 hours