Full notes
Full Alchemist update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
This time, I added the ability to hit your own allies - and actually removed the whole concept of "friend vs enemy" altogether. Now everyone sees everyone, even if an enemy is considered a friend by another enemy, or friends are friends with each other. It simplified the code significantly, and made the system much clearer overall.
I also added a trigger zone for certain actions. For the demo, this will be used for an additional activity - entering the player's house. While inside, you can do whatever you want: trigger dialogues, change the state of the world, and so on.
I bought new sprites with much higher detail. They include character sprites and a large set of animations. Some of them are already implemented, while others are waiting for their turn. I think this will greatly improve immersion and make the world feel more alive.
I also changed how character HP is represented. Now, instead of UI bars or indicators, you have to look directly at the character's sprite. If parts of the sprite are missing - like before - it means their HP is not full. The type of energy they have is indicated by the color visible in those gaps.
I did this because I wanted to completely remove traditional HP indicators and make everything more integrated into the world, while still keeping it understandable for the player. And since there's a rule that characters can't see or damage each other if their energy doesn't match, I decided to keep it this way. Knowing the exact type of energy isn't as important - what really matters is how much of it is left before the enemy disappears.
For the player, however, there's a need to actively use the primary energy. To represent this, I added a cloak - it visually displays all the energy the player has. Right now, I'm thinking about reducing the number of energy types from 8 to 4, but that still needs testing.
And honestly, it all looks really cool now - definitely better than before.
That's it for now. Leave a like, subscribe, check out all the links below the video - and see you in the next devlogs.
Source
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