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Steam News29 November 20241y ago

DevLog: Combat, Pathfinding, Performances...

Hello! Like every weekend, here's a non-exhaustive list of development progress :) (I'm going to call this a DevLog from now on, because that's exactly what it is!

Full notes

Full King's Keeper update

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

Repeated intro

Hello!

What changed

0 fixes0 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
changedPathfindingThe pathfinding algorithm (which allows characters to move from point A to point B) has been greatly improved:
changedCombatThe combat system has also received its fair share of improvements (given that pathfinding is used during combat)
changedCombatImproved damage display - New SFX when an enemy dies - Ranged fighters will now keep their target at a distance, and avoid shooting through a wall (yes, that was a bug) - ...
changedCombatThe aim is to make combat more dynamic, less messy, and to improve the “feeling” when a character takes damage or dies.
changedPerformanceI'm currently pushing the game to the limit (spawn hundreds of enemies, for example) to see what it can take and what it can't, in order to sort out performance issues.
changedPerformanceThe aim is to be able to spawn a very large number of enemies without any problems!

Like every weekend, here's a non-exhaustive list of development progress :) (I'm going to call this a DevLog from now on, because that's exactly what it is!)

Pathfinding

The pathfinding algorithm (which allows characters to move from point A to point B) has been greatly improved:

  • More powerful - More intelligent - Now tracks moving targets - Keeps a target at a distance - ...

Combat

The combat system has also received its fair share of improvements (given that pathfinding is used during combat)

  • Improved damage display - New SFX when an enemy dies - Ranged fighters will now keep their target at a distance, and avoid shooting through a wall (yes, that was a bug) - ...

The aim is to make combat more dynamic, less messy, and to improve the “feeling” when a character takes damage or dies.

There are still a few details to work out, after which I'll update the trailer.

Performance

I'm currently pushing the game to the limit (spawn hundreds of enemies, for example) to see what it can take and what it can't, in order to sort out performance issues.

The aim is to be able to spawn a very large number of enemies without any problems!

Thank you, see you next week ;)

Source

Steam News / 29 November 2024

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