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Combat for Semko | Devlog #4 (Text)

SEMKO DEVLOG #4

Hey everyone, it’s time for another Semko Devlog —  this time in Text!

As some of you may recall, the first devlog showcased a turn-based concept. Well, things have evolved! I made some key changes, shifting to a 3D, third-person perspective with open combat in mind — dynamic battles alongside your captured monster companions.

Let’s Dive into Combat Systems:

  • Melee Combat: Choose from various weapon types like one-handed swords, heavy spears, daggers, and more. Quickly switch between equipped weapons for tactical flexibility. Unleash charged attacks for extended range and power, or execute aerial jumps for devastating slams.
Future Implementations:
  • Item Throw Functionality: Toss consumables strategically. Imagine priming enemies with water balloons for follow-up elemental attacks, adding another layer of depth to item usage.

Additional Progress:

  • Inventory and Pause Menu: Manage your items, equip weapons, and save your progress with the newly implemented features.
  • Equipment Upgrading: Visit the blacksmith to enhance your gear in exchange for items. Enchantments and weapon evolutions are also under consideration.
Tutorial Area: A dedicated tutorial zone is planned, complete with engaging objectives to guide new players.
Team Building: Seeking talented individuals to join the development team and push the project further.

The journey with Semko continues! While challenges remain, significant progress has been made. If you’re interested in joining the team or simply following the development, stay tuned!

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