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Steam News3 April 20263mo ago

WOV2 DEVLOG #2: Getting Technical

Hello all wings of vi FANS ːviRageː A large portion of recent work has focused on refactoring and building reusable core systems so new content for the game can be added more efficiently while staying customizable.

Full notes

Full Wings of Vi 2: Guardian's Heart update

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Repeated intro

Hello all wings of vi FANS ːviRageː

What changed

0 fixes7 additions9 changes0 removals
  • Gameplay
  • Balance
  • Performance
  • Events
  • Maps
  • UI and audio
addedA large portion of recent work has focused on refactoring and building reusable core systems so new content for the game can be added more efficiently while staying customizable.
addedBuff System (Or debuff) Implemented a generalized Buff System that allows gameplay modifiers to be attached to many types of events like items, attacks, environmental areas, or other triggers . Each buff is defined through its own data file , which helps keep the system maintainable and easy to expand as more mechanics are added. Before : I would be hardcoding effects like this based on a global Item ID file, but as the scope of the game increased it caused issues and prolonged the time it took to add a specific effect to something.
changedEquipment & Inventory System Implemented an equipment system with character item slots (arms, legs, hands, etc.). Equipped items can grant RPG-style stat bonuses through the Buff System . Works directly with the Spine animation object to show certain slots tied to the item through custom editors that read all of its data to eliminate spelling mistakes. (In Vi 1, each item had a unique ID references in several spots that I had to “keep up with”) Other features this allows is having specific items as the currency to buy skills which allows me to create “Base Stats” (Attack/Defense… using the buff system) you can upgrade via a “Power” item and directly affect the player character.
changedSeveral gameplay systems now work directly with tilemaps , allowing faster level creation and better performance.
changedTilemap Collectibles: A tile can easily be made to be collectible and grant any reward via shared system.
addedTilemap Destructibles Added destructible terrain and objects implemented through tilemap layers. Destroying tiles can reveal hidden paths or spawn rewards, allowing secrets to be embedded naturally into level design.

Wings of Vi 2: Guardian's Heart changes

addedA large portion of recent work has focused on refactoring and building reusable core systems so new content for the game can be added more efficiently while staying customizable.
addedBuff System (Or debuff) Implemented a generalized Buff System that allows gameplay modifiers to be attached to many types of events like items, attacks, environmental areas, or other triggers . Each buff is defined through its own data file , which helps keep the system maintainable and easy to expand as more mechanics are added. Before : I would be hardcoding effects like this based on a global Item ID file, but as the scope of the game increased it caused issues and prolonged the time it took to add a specific effect to something.
changedEquipment & Inventory System Implemented an equipment system with character item slots (arms, legs, hands, etc.). Equipped items can grant RPG-style stat bonuses through the Buff System . Works directly with the Spine animation object to show certain slots tied to the item through custom editors that read all of its data to eliminate spelling mistakes. (In Vi 1, each item had a unique ID references in several spots that I had to “keep up with”) Other features this allows is having specific items as the currency to buy skills which allows me to create “Base Stats” (Attack/Defense… using the buff system) you can upgrade via a “Power” item and directly affect the player character.
changedSeveral gameplay systems now work directly with tilemaps , allowing faster level creation and better performance.
changedTilemap Collectibles: A tile can easily be made to be collectible and grant any reward via shared system.

A large portion of recent work has focused on refactoring and building reusable core systems so new content for the game can be added more efficiently while staying customizable.

Focusing on the core systems should make the game less prone to bugs in the future as well, and has allowed the overall game content plan to be fleshed out more.

  • Buff System (Or debuff)

    • Implemented a generalized Buff System that allows gameplay modifiers to be attached to many types of events like items, attacks, environmental areas, or other triggers.

    • Each buff is defined through its own data file, which helps keep the system maintainable and easy to expand as more mechanics are added.

    • BeforeI would be hardcoding effects like this based on a global Item ID file, but as the scope of the game increased it caused issues and prolonged the time it took to add a specific effect to something.
  • Equipment & Inventory System

    • Implemented an equipment system with character item slots (arms, legs, hands, etc.).

    • Equipped items can grant RPG-style stat bonuses through the Buff System.

    • Works directly with the Spine animation object to show certain slots tied to the item through custom editors that read all of its data to eliminate spelling mistakes. (In Vi 1, each item had a unique ID references in several spots that I had to “keep up with”)

    • Other features this allows is having specific items as the currency to buy skills which allows me to create “Base Stats” (Attack/Defense… using the buff system) you can upgrade via a “Power” item and directly affect the player character.

Tilemap-Based Systems

Several gameplay systems now work directly with tilemaps, allowing faster level creation and better performance.

  • Tilemap Collectibles: A tile can easily be made to be collectible and grant any reward via shared system.

  • Tilemap Destructibles

    • Added destructible terrain and objects implemented through tilemap layers.

    • Destroying tiles can reveal hidden paths or spawn rewards, allowing secrets to be embedded naturally into level design.

  • Tile-Based Event Systems

    • Implemented a flexible system that lets specific tiles trigger gameplay behaviors.

    • One example is footstep sounds changing depending on the surface (stone, grass, wood, etc.).

    • Small environmental details like this help make the world feel more grounded and immersive!

Level & Gameplay Progress

  • First Story Level Draft Completed

    • The first big story level is now playable through the level select screen, featuring a familiar yet new “Floating Kingdom”!

    • The first alpha available to play would be the first story level + a basic level editor.

  • Underwater Gameplay

    • Implemented swimming mechanics with water shaders.

    • Added environmental currents that push the player through the water.

    • The current system was designed to be reusable and can also be used for mechanics like wind areas or other directional forces in future levels.

    • Again, the focus is creating generic systems that can be reused across many different gameplay situations.

    • FYI the "swimming state" is just using the buff system to change the player!

  • Level Editor

    • Because of shared systems, the game can implement objects to use for the level editor. I can choose which “knobs” to have for each object (say amount of health for an enemy portal, or experience reward for a chest), and the tilesets work the same as it does in the editor.

    • The level editor is still early, but I want to have a basic version for a public alpha, so movement can be explored. Here I can place some tiles and put an enemy portal:

Dialogue, Cutscenes & Story Systems

  • The GameAction framework allow cutscenes and other objects to trigger many different in-game behaviors through a shared base system that uses cached components for performance.

  • The system also includes GameConditions, allowing scenes and events to be created through a pseudo-programming interface built on top of the game’s base object systems.

  • This allows high-level conditions and actions that are very complex in the code (such as Character A “moves to” Character B and attacks with “Some Attack”) to directly manipulate the game world while keeping development focused and flexible to weed out inconsistencies.

  • Dialogue displays on the left/right side of the screen with option for manual or automatic positioning.

  • Dialogue Characters each have their own stats in terms of dialogue sound (banjo kazooie style), text speed and other factors to make their dialogue a bit more unique looking/sounding.

Player Feedback & Effects

  • Added visual effects for landing, jumping, and fluttering to improve movement feedback and make abilities feel more responsive.

There are many more changes “under the hood” that - if I do them right, won’t even be noticeable to the player. I think the best system is one that doesn’t get in the way and seems simple on the surface, but can work as LEGO blocks to build new content.

Looking forward to share more as it develops!

Source

Steam News / 3 April 2026

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