Hey Everyone!
I have completely neglected this blog because I barely have any time to work on the game itself, much less keeping up with social media and dev logs. That being said, the game reached a very important milestone and it's now on
Steam Greenlight so I thought I would post with the most important updates and changes to get this blog up to speed.
1: First of all, Take a look at the Greenlight trailer!It took a lot more work than I thought it would but I think it came out pretty good. Lots of learning curves with the video capture, music, video editing etc. Glad I can finally get work on development 100%!
2: Updated TilesetsAll the tilesets currently in the game have been updated with some additional details and polish and are now complete. Of course there will be many more for the release but for now these will do.
3: Re-done Potion SystemI completely re-did the potion system. Potions now come in 3 sizes which can either be a great thing or a very bad thing when you're not sure what drinking it will do to you. Also, quaffing potions now takes time instead of being instant. This is so the player can't just open the inventory, pausing the game, and restoring health. If attacked while drinking a potion, the animation is interrupted and the potion is dropped to the floor. Check out the chugging animation and the good/bad potion effects animations!
4: Updated Path Finding and Line of SightI have been fine-tuning path finding so it can work with a larger variety of objects and actors and while doing so I also started messing with lines of sight for enemies. As you can see in the gif below, the archer does not notice the player until he's visible.
5: New and Updated TrapsSpike traps have been updated to show depth properly when the player on an enemy are in the middle of them so the back row of spikes can be behind the actor and the front row still shows in front. Also I have added some more traps like the frost bolt which incapacitates actors for a period of time, and the Roller trap which demolishes anything in it's path!
6: Weapon Generation OverhaulThe entire weapon generation system got re-written to allow for more visual variety. A sword (currently the only available weapon) is made up of three parts - picked at random - which are all combined and colored dynamically through code. The colors need to be tweaked so that nothing too crazy is generated but the colors reflect the value of the weapon or in the case of elemental damage, reflect the element.
7: New Boss WIPStarted working on the next boss! It's still in very early stages and it's gonna be a lot of work but it's coming! It's a huge Murderous Octopus!
That's all for now!
Let me know what you guys thing and if you like what you see, Please
Vote for The WishGranter on Steam Greenlight!
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