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Steam News5 October 20232y ago

DevLog #6 – 10/05/2023

Hi gamers, Everything is being prepared and finalized for the update. After DevLog 5 we didn't have many new visuals and also don't want to spoiler too much here by showing everything in advance.

In this update13

Full notes

Full Apprentice Arriving update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions5 changes0 removals
  • Gameplay
  • Balance
  • Maps
addedEverything is being prepared and finalized for the update. After DevLog 5 we didn't have many new visuals and also don't want to spoiler too much here by showing everything in advance. That being said we are currently fully focussing on making some gameplay features functional. During the silence between DevLog 5 and this one a ton of programming has been successfully completed with very little bugs and we are excited about our new foundation of the game. We now have full control over designing and planning the game.
addedSmarter enemies and a great system overallThanks to our new enemy system enemies can be easily adjusted and expanded without any potential issues.
changedArmor sets can be equipped!We finally made it! It was a lot of hard work and planning to create a system that allows you to equip and overlap armor parts but we have recently managed to do that. There might be some issues with specific armor parts still but in time we will get to that too.
changedCheckpoint system completedThe dynamic checkpoint system is now done. Once you reach a Mana Circle checkpoint you can restore your Mana and your Health at the spot. Note that all killed enemies will respawn.
changedSword scabbard system doneAs we said before we had an idea to make sword scabbards work with each individual sword and we have done it. In order to make this stylish appearance work the requirement is that you wear an armor so that the belt is attached to the armor and scabbard. The system now works perfectly and we are happy to see it in our game.
changedMinimap design doneYes our game needs a minimap we heard this many times before and you are all right with that. Fortunately we have figured out how to create that. Another cool feature: The world map can even be opened while playing so that you can walk and see where you are going on the big map in real time.

Apprentice Arriving changes

addedEverything is being prepared and finalized for the update. After DevLog 5 we didn't have many new visuals and also don't want to spoiler too much here by showing everything in advance. That being said we are currently fully focussing on making some gameplay features functional. During the silence between DevLog 5 and this one a ton of programming has been successfully completed with very little bugs and we are excited about our new foundation of the game. We now have full control over designing and planning the game.
addedThanks to our new enemy system enemies can be easily adjusted and expanded without any potential issues.
changedWe finally made it! It was a lot of hard work and planning to create a system that allows you to equip and overlap armor parts but we have recently managed to do that. There might be some issues with specific armor parts still but in time we will get to that too.
changedThe dynamic checkpoint system is now done. Once you reach a Mana Circle checkpoint you can restore your Mana and your Health at the spot. Note that all killed enemies will respawn.
changedAs we said before we had an idea to make sword scabbards work with each individual sword and we have done it. In order to make this stylish appearance work the requirement is that you wear an armor so that the belt is attached to the armor and scabbard. The system now works perfectly and we are happy to see it in our game.

Hi gamers,

Everything is being prepared and finalized for the update. After DevLog 5 we didn't have many new visuals and also don't want to spoiler too much here by showing everything in advance. That being said we are currently fully focussing on making some gameplay features functional. During the silence between DevLog 5 and this one a ton of programming has been successfully completed with very little bugs and we are excited about our new foundation of the game. We now have full control over designing and planning the game.

Smarter enemies and a great system overall

Thanks to our new enemy system enemies can be easily adjusted and expanded without any potential issues.

Our enemies are smarter and more dangerous: Some enemies will use nasty skills that can get you quite in trouble, some act in a different way if other enemy types are nearby and some will even support each other.

Armor sets can be equipped!

We finally made it! It was a lot of hard work and planning to create a system that allows you to equip and overlap armor parts but we have recently managed to do that. There might be some issues with specific armor parts still but in time we will get to that too.

Checkpoint system completed

The dynamic checkpoint system is now done. Once you reach a Mana Circle checkpoint you can restore your Mana and your Health at the spot. Note that all killed enemies will respawn.

Sword scabbard system done

As we said before we had an idea to make sword scabbards work with each individual sword and we have done it. In order to make this stylish appearance work the requirement is that you wear an armor so that the belt is attached to the armor and scabbard. The system now works perfectly and we are happy to see it in our game.

Minimap design done

Yes our game needs a minimap we heard this many times before and you are all right with that. Fortunately we have figured out how to create that. Another cool feature: The world map can even be opened while playing so that you can walk and see where you are going on the big map in real time.

Compass design done

In addition to the minimap you have a compass that gives you even better orientation. This will be every helpful especially if you are questing and need navigation to locate an area.

All combo sets for this version are completed

The combo sets for the weapon types such as: Short Sword, Longsword and Greatsword are polished and finished. Three more will come in time. We will add a page that you can open during gameplay which displays how to perform each combo.

Magic proctile casting almost done

Next to cool animations we have for casting spells and moving around we almost completed the projectile system for the character. It's a little different than before so you have to target an enemy with a crosshair to hit directly other than just lock on and shoot. We will see if this is ideal for the game but so far we do like it. Magic has no cooldown with some exceptions for extremely powerful spells.

Interacting with NPCs

Our new quest system is very dynamic and therefore allows us to add quests to the game with ease. You can now talk to NPCs for accepting quests and for general conversations.

Steam post image Merchants and Monster Materials

You can also interact with merchants to buy goods with your gold. Gold is typically not dropped by enemies but can be found in treasure chests and be received as a reward when completing quests. We also have added monster materials. You need these materials for quests and later on you can modify your equipment with it.

Looting almost done

We are about to have a well working, dynamic looting system that is mainly based on your luck. However we are making sure that there are other good and easier ways to obtain rare monster materials than just by fighting monsters in the level.

Stamina for running and dodging + Destinyboard design

There is no stamina for physical attacks or casting spells but for running and dodging. Only with the Destinyboard you will be able to improve this. The Destinyboard will not come with the next update but rest assured that we are working hard to finally realize it. All the designs for the Destinyboard have been long completed which means we only have to integrate it into our new system.

Balancing of current enemies, weapons, exp, armors etc done

While numerous programming tasks have been sorted we also worked on balancing the combat and can say now that this is done too. There might be some minor tweaking here and there but the main design has been completed.

There are still other things we have worked on during that time however this could give you an idea on how far we really are. The update is coming this year and can be released pretty much anytime. As soon as we have it we can go from there and add more content easily. This means the game will be updated regularly and we can show you a roadmap to so you can see what you can expect within a time frame.

This DevLog might be the last one before the upcoming update. If everything goes well the real adventure is about to begin very soon.

Source

Steam News / 5 October 2023

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