Hey everyone,
It's been a while since I've posted updates so here are some new things to showcase in the video below:
- Lock on system - just like in Dark Souls, you can lock on to enemies to facilitate combat direction. Also, attack animations have a initial time where you can rotate the character before it commits to the attack, blocking your rotation. This feels really good and it's the way it's done in the souls series;
- Multiple Save Files - wanted to do this for a while! You can now have multiple save files, and they will have a screenshot of your character and also the total game time!
- Better UI - my girlfriend complained that the weapons stats and equipment was very confusing so I tried to improve it and give some explanation fo how attack and defense works (it's like in Dark Souls, if you've played it). You have your base physical attack / defense, and for weapons, they will scale with your strength or dexterity, with their Scaling Bonus ranging from E to S (worse - better);
- Negative Status Effects - it was already available in Episode 1 v0.1, but I've improved it UI-wise;
- Better Dialogue UI - It's just that! A better Dialogue UI :-) You can now leave conversations in the middle as well, just like, you guessed it, Dark Souls;
And much more!
What is up next?
- Alchemy crafting system (yes, the game needs one. Crafting potions is so cool, and I have some neat ideas for potions that influence gameplay);
- Day / Night system, with NPCs showing up at certain times of day, or plants growing once per day if you pick them up, or harder enemies at night. It will be done!
- Parry System like Sekiro where enemies have posture and if you break it, you'll receive a chance to punish the enemy with a critical attack;
That is what's on the roadmap before Episode 2 gets started. I'm in the prototype phase still, but I'm feeling confident. In just two weeks it felt like I really grinded to a good place. Let's see what happens next!
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