Summer is coming to an end, and a lot of work has been accomplished on the project during this time. In this devlog, I'd like to share the current progress and what stage the game development is currently at.
I've dedicated a significant amount of time to shaping the new combat system. The main goal is to make every hit feel punchy and impactful:
- Reworked and improved animations;
- Added hitstop (a brief micro-pause of the animation upon hitting a target);
- Implemented camera shake on impact;
- Added more visual effects and new sound effects.
Special attention has been given to monster behavior: different types of enemies now have their own behavior trees. Because of this, fighting each enemy type feels unique and requires a distinct approach.
Combat testing
The game is steadily being filled with content, and the variety of equipment will be significantly greater compared to the old version of the game.
Weapons:
- Swords
- Axes
- Maces
*Regarding bows and crossbows, I'm still considering whether I'll have time to implement ranged combat properly. They might be added later.*
Armor:
- Armor is equipped as a full set.
- Helmets can be equipped separately from the main set.
- Shields can also be used.
Active work is ongoing on quests and the game world. The game is planned to feature **3** main locations (not counting various dungeons).
The storyline is globally divided into 4 stages. Currently, Stage 2 is being implemented. One of Naudrion's settlements:
Grimholm stands on a rise right by the sea. The settlement is divided into two tiers: below lie peasant cottages and garden plots, while above rises a palisaded hill with the great hall and barracks. To the east lies a bay. Down by the water stand fishermen’s huts and a signal beacon.
The villagers sow barley, making porridge, flatbreads, and ale from the harvest. In the orchards grow apple trees, pressed for cider. The settlement keeps sheep, as well as pigs and a few cows. Fishermen catch herring and cod from small boats, gather oysters from the rocks, and evaporate seawater in shallow pans all year round.
A small campsite by an old woodland trail.
Its former master never got to finish his supper.