Posted June 30, 2025 by Melifluus
Welcome back to another devlog for Armaggedon. Development has been moving steadily, and we're laying down important groundwork for some of the core gameplay systems. This update focuses on new features recently added and a look at what's coming next.
One of the focuses in this cycle has been building the foundation for a modular skill system. We now have a working structure that handles skill casting and collision logic in a clean, extensible way. This makes it significantly easier to add new abilities without reinventing the wheel each time.
We’ve started with two initial prototype skills:
Stun: A skill that generates an expanding area on activation. The effect isn’t implemented yet, but the casting logic and collision detection are functional.
Convert: This skill sends out a moving area. Like Stun, its actual effect isn’t active yet, but it follows the same modular logic and collision handling system.
The focus here was on building a flexible system first, and that’s now in place. Effects and polish will come next. Here's a small gif showing the casting of "Stun" by the opposite player:
We’ve added a close-up view for the sniper weapon. This feature is essential for precision aiming and helps reinforce the unique feel of the sniper class.
Here's what's on the horizon:
Implementation of skill effects for both Stun and Convert
Differentiated sprites for the Angel and Demon players
Improved NPC AI
A new map designed to offer fresh layout and gameplay opportunities