Full notes
Full SilkRoad Project update
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What changed
- Gameplay
SilkRoad Project changes
This month, I focused almost entirely on one thing: combat.
Over the past few weeks, I've been working on making every fight feel smoother, more satisfying, and more rewarding to master.
In this devlog, I talk about the latest additions and improvements to SILKROAD Project's combat system, including:
Improved input buffering for more responsive combos
A new juggle system that lets players keep enemies airborne
The Poise Break mechanic and how it creates combat openings
Better synergy between the Hero and the Spirit companion
A new Channeling and Burnout system to make Spirit abilities more strategic
Special Spirit skills and combat customization
Experimenting with hand-drawn VFX animations in Krita
And the challenges of balancing timing, combo flow, and player expression
With most of the core combat features now in place, development is starting to shift toward expanding the move sets, animations, combo routes, and Spirit abilities that will bring the system to life.
Combat has always been one of the most important pillars of SILKROAD Project, and this month felt like a major step toward the experience I've been imagining from the start.
If you enjoy action RPGs, combat design, indie game development, or simply want to follow the journey of a solo developer building a game from scratch, I hope you enjoy the video.
And if SILKROAD Project looks like something you'd enjoy playing, don't forget to wishlist it on Steam. It helps the project more than you might think.
Thanks for following the journey.
Source
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