new prototype build IS LIVE!
This week’s prototype build is live! In this post you can read what has changed since last week and follow up on some of the things the team has been working on.
We appreciate your feedback and would love to hear from you, so head on over to our Discord community:
in This week’s prototype
This week we’ve introduced destructible props. Among these are exploding barrels, oil barrels, barricades and urns. We are still testing these and they are far from finished, but you can play around with them now. Be careful though! Exploding barrels are exactly as dangerous as they sound.
New enemies to fight
This week’s level features a wider variety of enemy types. No more fighting only Pigmen. You will encounter zombie-like beings called Flayed Ones, demon soldiers, demon mages, and two types of wasps.
We are testing how a wider variety of enemies impacts the combat gameplay.
tESTING LARGER LEVELS
We are currently testing how expanding the playing field (amount of tiles on each floor) will allow for more options in terms of movement in combat, and what it means in terms of the heroes becoming more more vulnerable.
We’ve introduced basic A.I. which allows for us to tweak how enemies behave. Some enmies will patrol within their spawn area, while other’s will ranged enemies will attempt to keep your heroes at effective range. Read more on that in Lasse’s post below.
New enemy – Curruption floater
This week I sculpted and textured yet another enemytype. The corrupted bomb enemy floats above the ground and when it gets close to your heroes, it will explode and do alot of damage.
Be careful and smart when fighting against this nasty creature. Maybe you can take out multiple enemies before it gets to you?
Until now enemies basically just located the nearest hero and tried to path towards that location. When possible they would perform a basic hardcoded attack. While this approach was fine during early prototyping, we really needed something more sophisticated.
Previously I have experimented a bit with utility based AI, so while the current design does not include configurable utility functions, it’s pretty much based on the same principles.
The AI uses proximity and threat influence maps to calculate placement (avoiding danger while still being in attack range) and understands how to use all damage based abilities we have in the game right now.
When we later add considerations and utility weights to abilities, the AI will be able to figure out when to use special abilities, when to attack and when it’s better to move to a more secure location before attacking. For now the game has become a bit more challenging and it was done in only two days, so that’s pretty good.
Additionally I added support for gameplay item spawns (such as exploding barrels, barricades and treasures) in both our editor and in the game logic. Luckily this was fairly easy, because much of the infrastructure was already in place.
Finally I fixed some minor bugs and added a couple ability components to build some more exotic abilities with.
Anders Bruhn Pedersen:
3D Graphical Designer:
We are currently redesigning the heroes of the game.
With focus on creating distinct silhouettes and more personality to each of the heroes.
This week i have worked on the witch character.
The new design is more grounded, with less saturated colors and a less “high fantasy” outfit.
Instead of being as heroic and fierce as the old design, she is now more mystical and ominous.