The Elf Maiden cover
The Elf Maiden screenshot
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The Elf Maiden

DevLog June 22 2024 - Mounts, Day/Night Cycle, New Weapon Types



I would like to thank you all for your continued interest in The Elf Maiden. As you can see by the header image, we have a fully functional mount system, something I've been wanting to add for a while. The catch? Simply defeat the first boss of the game and the mount is yours. Once I've finished laying down the rest of the quest system, being able to mount a noble steed in many environments will be the first real reward of the game. It has it's own hitbox and damage components allowing you to run over targets and as far as current testing is concerned, works quite well with the current tileset (A little too well, I think I've spent the last week just running over mobs with it but I guess that's a good thing).



Hand Guns will also be making an appearance in the game along with a few other weapon types that will help diversify combat.



We now have a fully functional Day and Night Cycle. To compound on this, certain events will only happen during the day or night that will make dungeon crawling or exploring the overworld components much more dynamic in nature.

Wishlists continue to grow and it makes me very happy that interest continues on the project. I hope to get these items to you guys soon and hope that you'll enjoy the game as it trucks along to completion.

Thank You.

Small Beta Update - May 19 2024

- Implemented internal mechanics to pick objects up in the environment (more implementation to follow)
- Implemented rarity test art for item descriptions.

March 04 Small Update

- Inventory should no longer scramble (hopefully) as that was a known issue,
- Weight will now effect certain parts of gameplay including movement speed and stamina cost on swings

March 02 Small Update

- Orbs should now correctly scale with player stats
- Implemented shortcuts for weapon swings to allow them to quickly transition to the other hand when dual wielding (ei. attacking with the right hand will allow you to shortcut quickly to a left hand attack, soon there will be combo multiplier opportunities implemented to encourage proper interchanging between the two different hands for those who like to dual wield along with hilt striking when two handing a weapon.)

October 16 - Live Patch Notes

- Added some festive decor around the main hub
- Some sounds had to be removed due to issues with copyright (I bought them off of the asset store but they may have been pirated by the producer).

Many of you may have heard about the recent news of Unity's current unstable situation. As it stands right now I'm considering my options thoroughly as to whether I should continue to maintain this game on Unity, Jump ship to Unreal, or be completely full proof and move to Godot. Right now I've been learning both alternative options as of late hence why I haven't been able to update the game as much.

On one hand Unreal makes it super simple to do online play since by default, any game made in Unreal is by default a multiplayer game, it's just that with single player experiences, you can't connect to other people, outside of that it maintains all of it's client server functionality. On the other hand, Godot is open source, making it resistant to unforeseen policy changes done by engine authors. I'm enjoying learning both, I find them pretty fun to use so I'll keep the option open.

Outside of that, I've thrown down some halloween decor in the lobby, I hope you guys enjoy your halloween and stay safe.

August 26 2023 Live Branch - AI and Components Refactoring.

- Added FPS counter
- Various code refactoring
- Implemented various environmental interactor systems

There is a demo "secret room" for areas that will be proc generated in the future that will feature random elements to diversify the gameplay loop. I had noticed some complaints for performance issues during certain situations so I added an FPS counter as an additional item to help improve the stability of the game.

Thanks for your time.

April 06 2023 Beta Branch - Rendering Switch, gameplay tweaks.

Hi Guys,

I have switched to Unity's Universal Render Pipeline. Mostly for the ease of use when creating some cool new VFX for spells and other items. Water is messed up right now but we'll see some cool new post processing and environmental effects going forward.

- New blocking animation that looks more stalwart
- Increased the speed of the parry animation, it should feel more tactful
- Swapped to Universal Render Pipeline and added various post processing effects.
- Fixed ranged mobs firing before fully rotating toward the character.
- Changed death effects of Green Slimes

Channeling and AoE spells are still being worked on so they feel good to use and work properly. I hope to get those in the game as soon as possible.

Thanks Guys.

Feb 19 2023 - Beta Patch Update, video settings, new ui grafix

- Added some video settings for window mode, resolution, and shadow quality
- Adjusted dodge speed and duration
- The player should be invincible during dodging
- New home made inventory icons for spells have been made for some spell effects
- Orb spells in flavors; frost, fire, and lightning can now be obtainable via chests

New custom armor is still being textured along with the production of a new tileset. There will be a showcase soon so stay tuned.

Thanks again for your time everyone.

Feb 19 2023 - Patch Update, video settings, new ui grafix

- Added some video settings for window mode, resolution, and shadow quality
- Adjusted dodge speed and duration
- The player should be invincible during dodging
- New home made inventory icons for spells have been made for some spell effects
- Orb spells in flavors; frost, fire, and lightning can now be obtainable via chests

New custom armor is still being textured along with the production of a new tileset. There will be a showcase soon so stay tuned.

Thanks again for your time everyone.

Devlog - Feb 06 - New Spells, Weather, Swimming

Hi Everyone,

Thank you for your continued patience with the game. I've got some cool new stuff to show.

I've been working on a modular spell caster bridge that would allow me to use different spell objects in a more clean and less spaghetti code way to create new and interesting spell types. For example, I've developed a spell that casts lightning orbs that orbit around the player, dealing damage to anything it hits.



Due to the ease of use, I also made an ice variant of the spell, (some new variants coming soon, it only took me a couple minutes to do).



You'll also see some rain droplets in the last gif. For outdoor scenarios and the overworld, I plan to have some nice procedural weather. Right now there's only rain, but will plan to have some other interesting weather effects that will affect gameplay.

I also finally figured out how to do proper water waves that can be simulated through unity's physics system. This requires the vertices to be altered CPU side but it does look cool.



Physics are still WIP for objects however this new breakthrough has lead to a new feature for the game.

Swimming.



This should add some nice variation to gameplay flow and I'll be changing some of the initial tiles to allow you to swim around a bit. These should be coming soon and I hope to get your feedback on them.

I've also been working on a new armor set to go with the next areas.



Currently not textured but will be soon.

Also some basic video settings will be coming soon that scans your current monitor's supported resolutions and populates a video resolution list. I'm pretty confident this should work with wide screens but I'll get that tested.

Thanks again for your continued interested.