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Developer Update: Expansion of World and Ideas (1.1.0)

The new world, ever expanding.

It has been a bit since the last update, but there have been quite a few new implementations made since last time. One thing I will comment is that there was not much video footage or pictures from the game in the first state I released it in. Before I implemented a bunch of new additions, I made sure to record clips and show off some of the new features.

Here are the new implementations:

  • A prototype for an experience and level up system have been added.
    • A white bar is shown above the Players Health Bar. The number indicated on the Experience Bar shows how much EXP you need to Level Up.
    • The Players Level is shown to the left of the Players Health, Experience, and Shield Bar.
    • By default, the Player starts at Level 1 with 0 EXP. There is no cloud feature implemented so every time you start the game, you will be reset to these stats.

(An early demo of the experience bar, showing it fill up after killing an enemy.)

  • So far, the benefits for levelling up is that your Strength Stat is increased, making you deal more damage. This Strength stat increase has been set to a multiplier of 2 for each level up just as a start.

(The damage dealt to the enemies changed as the Player levelled up.)

  • There are now three new buttons on the right side of the Players UI. These three buttons serve as the prototype for items. They have a specific amount of charges, so they can only be used limitedly. They act more abilities for the meantime, but here they are:
    • Heal: Heals your character for 20 HP. A green fire effect will show on the Player when used.
  • Buff: Boosts your characters strength stat in double. A golden ring will shine around the Player from where it was casted.
  • The map has more landscape and design added, specifically more trees and grass in some areas. More normal enemies have been placed in the ruins area and in the plain field.

(Screenshot of the ruins map, as well as the new additions to the UI compared to the older one from the first video)

As for the third item prototype, I am currently speculating what other items to add. There’s so many cool ideas for items like a Player Speed boost, or reduced damage taken. (For a reduced damage taken, that can be taken into consideration for a new defense stat in the game for the Player and Enemies, but for now its a possibility). Items open up a lot of utility, but with how I structured them in the game, they feel more like abilities.

Abilities have also been another idea I have been considering, which is going to take some work. The only “ability” I consider is the Player Dash Button which is E, and I hope in the future to add more. Perhaps a move set of abilities.

What are the current issues with the project:

  • The animation for the sword slash still elongates the character. This is due to using a free asset that doesn’t blend well with the mannequin.
  • The Hit React issue is still persistent with a delay before the UI is able to change.
  • There was an issue when attempting to open the project file, showing a crash error instead. After recreating the folders, the project works, but there is a huge string of warning messages that will pop up.
  • The amount of foliage still makes the game lag a ton. As much as I would like to have all the grass on it, it looks like I will still have to remove more.

What are my next goals for the project:

  • The biggest goal is the transition of this project into C++. So far, everything has been created with Blueprints. While Blueprints have been doing good so far, I have been in the process of learning C++ to utilize the full potential of Unreal Engine and to grow my skills as a developer. I have another project where I am experimenting all of the same ideas I have in this project, but this time implemented into C++. I hope to bring this new, faster, and better running version soon!

As always, more on the way.

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