Hey all! I thought I would give dev updates because I like talking! This one will be a bit longer than usual because I am doing a bit of catch up. I'll show you what I have been working on and then give a roadmap of the next couple steps.
Here is an overall update to what's been happening:
VISUAL DESIGN
Right now, the game has a dream like quality to it. I've taken a couple steps back from the original vision of a full blown Nintendo 64 emulation and instead gone with a "N64 inspired" approach. I still want to incorporate many elements of that era, but am not necessarily going for a true emulation.
Expect the Visual Design to receive many tweaks as this progresses.
COMBAT
Our combat is inspired by games like Dark Souls. I want a challenging combat experience that rewards careful timing and strategic use of stamina and magic.
Some of the core mechanics include a target lock, stamina based dodge-roll, basic attacks, big attacks, and word magic. (more on Words later...)
ITEMS AND INVENTORY
I just this week got the core item system in place. You can see an outline of the item you want to add to your inventory and add it. You can also now manage your inventory in a basic way.
ROADMAP
This is a long journey and there are many twists and turns along the way. Corey and I have many a meeting ahead of us to discuss big and small picture items like world building and story. In the future, we will be giving an update specific to world building and narrative structure on both the game and the TTRPG.
Here are a few next steps in the near future...
- Develop movement abilities like sprint, dash, and double jump
- Develop a side quest system
- Develop a save/bonfire system
- Develop UI Elements and the main menus
- and many, many more......
ty <3
Shawn