2/2/24 Changelog

Extraction Gamemode – Moved the game’s focus towards an extraction-type game mode where the player deploys into regions and extracts at certain points (similar to Tarkov or Zero Sievert).

Random Sword Attributes – Added metadata into the item data structure to allow for unique attributes per item which allows for things like weapon levels and potential “enchantments” players can add to their weapons. Since the focus of the game is shifting towards extraction, loot variance is much more important to incentivize players to deploy into the maps.

Quest System – Made major improvements to the quest and bounty system. Added a series of tutorial quests for learning survival skills.

Map UI – Added waypoints that show up on both the HUD minimap and full scale maps which the player can place down and remove.

New Tutorial Map – Completely redid the tutorial to take place in a dojo, which is the player’s past experiences. The player must pass an examination at the dojo to proceed to the game.

Improved Swimming – Swimming is much more stable and now consumes stamina at a fast rate. After all stamina is drained the player will drown.

Status Effects – Migrated effects to use GameplayAbilitySystem effects which made it much easier to manage effect stacking and overlapping effect behaviors. Added effects such as encumbered, wet, bleed, and on-fire.

Better Loot Drops – Loot is now directly correlated with visible equipment on enemies. If you see an item on an enemy, they will drop that item.

Better Fishing – Fishing now requires bait like earthworms to catch fish. I plan to add more bait to catch different types of fish (like doughballs for carp and flies for trout). Fixed most bugs with fishing and improved overall fluidity when casting and reeling to convey the feeling of fly fishing more.

Combat Improvements – Enemies now visibly anticipate your attacks and block accordingly. Added more audio/visual differences between normal cuts and critical hits. Bamboo swords were added to the dojo, along with different impact effects.

Note: Might do changelogs instead of devlogs for some weeks. Changelogs don’t take as much time to write but still helps me record progress. Devlogs will be for more finished features and particularly interesting things I find.


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