Boss Spear Throw attack. When the player moves away and cannot be reached, the Boss throws his spear toward the player. The attack is very predictable, so the player can avoid it from a distance (hiding behind walls, dodging etc.).
I started the implementation of the boss battle, intending to challenge the player as a final test to ensure mastery of the game mechanics.
The boss character is designed to be imposing, emphasizing its strength through high health and powerful, long-range attacks.
Boss attacks:
• Spear Sweep: The boss performs a sweeping attack with its spear when the player is in front, covering a significantly large area.
• Spear Stab: Executed when the player is at a distance, this powerful attack has an extended targeting duration, requiring the player to dodge at the last moment for successful evasion.
• Spear Throw Attack: When the player moves out of reach, the boss resorts to throwing its spear toward the player.
• Back Jump: This move is executed when the player stands behind the boss, adding a surprise element to the battle.
• Shield Slam Attack: The boss raises its shield and slams it on the ground, causing Area of Effect (AoE) damage. This move is performed when the player is near the boss.
I may temporarily halt the development of the boss battle to return to it later, I need to focus on player mechanics and prototype some new gameplay elements.
I am implementing usable items, starting with potions. I put a temporary UI, an icon in the bottom left corner with text indicating the number of potions available.
The item icon overlaps with the shield (which why I had to put the icon a little bit higher), I don’t like it very much, I will think at a later time how to solve this problem.
I am implementing a new gameplay mechanic: the staggered and recharge healing items. There is a probability that the enemy, before dying, will go into a staggered state. During this state, the player can perform a frontstab to the enemy and recharge healing items if they are finished.
The probability of the enemy going into a staggered state is around 10%, but I would like to give the possibility to increase the staggered probability through upgrades.
I am experimenting with a modification to the backstab mechanics: it is possible to backstab only if the enemy’s health is below 50%. When it is possible to backstab, an icon appears on the enemy’s health bar indicating that it is possible to execute a backstab on the enemy (this also applies to frontstab).
I am introducing this to decrease backstab abuse and increase face-to-face combat. Also, backstabs refill potions, so it’s something that should balance the potion refill mechanics.
I am implementing a new ability: the Invisibility Cloak. This ability makes the character invisible to enemies. Invisibility is removed after 10 seconds or if the player attacks or is damaged. The skill can be recharged by killing enemies. I want to introduce this skill to give the player the opportunity to play in stealth, move to a more strategic location or decide to run away from enemies.
I am implementing a new gameplay mechanic: possession, an ability that allows the player to merge corporeally with enemies and control them. During possession, the player can use the possessed enemy and use its attacks against other enemies. The possess lasts 10 seconds or if the host dies, and the player returns to the original body.
Since last month, I've begun implementing new gameplay mechanics:
- Healing Mechanic:
- I've introduced the use of healing, which restores approximately 1/3 of the player's health.
- An UI indicator displays the number of healing potions available (starting with 3).
- There's a startup animation before the healing takes effect.
- Once potions are depleted, players can recharge them by executing a backstab or frontstab on an enemy.
- Enemy Stagger Mechanic:
- Enemies can go into a stagger state before dying.
- Attacking a staggered enemy automatically triggers a frontstab (or a backstab), useful for recharging potions.
- The probability of causing an enemy to stagger is low (around 10%).
- Enemies remain staggered for only a few seconds, and if not attacked during this time, they recover. This can add complexity to frontstab attempts when facing multiple enemies simultaneously.
- Upgrades will offer the chance to increase the likelihood of causing an enemy to stagger.
- Backstab and Frontstab Conditions:
- Backstab and frontstab moves are executable only when the enemy's health is below 50%.
- An icon appears next to the enemy's health bar to indicate its vulnerability to backstabbing.
- This mechanic aims to mitigate the exploit of circling around an enemy and eliminating it with a single blow, encouraging more face-to-face combat.
- Invisibility Cloak:
- I've implemented the Invisibility Cloak, rendering the player invisible to enemies.
- The cloak is removed after 10 seconds, upon attacking an enemy, or sustaining damage.
- The cloak can be recharged by killing enemies.
- This mechanic offers the opportunity to stealthily attack and eliminate enemies or skip an area (in case an enemy is too strong).
There are still more mechanics I plan to implement, including Possession (already in progress), where the player can control possessed enemies and use their attacks against other foes. I hope to showcase updates on these new mechanics soon.
The creature that will be featured in the horror section of the game.
To unlock the shortcut, the player will have to get past a small horror section where without weapons will need to escape from a creature. The horror section will be very much inspired by the scarier parts of games like Resident Evil and Dead Space.
Layout of the small horror section, a simple go from point A to point B, where you have to pick up an object at point B and bring it back to point A. The creature will at some point appear in the middle of the level and follow the player. The goal is to activate the elevator to escape, without getting caught by the creature. Passing the level will unlock the shortcut.
I tweaked the lighting to make the atomosphere more horror. The main mechanic works (creature chasing you and the player has to reach the elevator without getting caught). I’m trying to wrap up the prototype horror section as quickly as possible, but the temptation to add more stuff is always around the corner.
I am implementing the Skill Tree UI screen, that features both passive and active abilities. Players can unlock abilities, but they must have enough Special Items to apply the ability. Each node enhances additional stats and grants various effects, such as increasing the maximum number of Potion uses, expanding the Possession ability and many more.
I have implemented side quests, these are given by NPCs. Sometimes the side quest will be collecting items, other times it will be killing a particular enemy. The NPCs have a friendship system, which increases with the completion of the side quest. If the friendship is high enough, the NPC can help you during a boss fight.
I implemented a small Dialogue Manager, when you talk to a character it shows the text of the current dialogue. During dialogue the controls are locked (as opposed to Souls-like where you can move the character freely), in first person in my opinion it’s preferable but I might change it. Initially I didn’t plan to implement any dialogues, but with the introduction of side quests it was almost obligatory (otherwise the player doesn’t understand what needs to be done).
I am implementing a new gameplay mechanic: the character’s health affects the weather conditions and will have an impact on enemies. The lower the player’s health, the worse the weather conditions will be. For example, the player will be able to use traps that would only work if it is raining, and lightning could fall on enemies. This introduces a risk-reward mechanic, so that the player could be pushed to stay low on health and take advantage of the weather.
I’m iterating on a new greybox level, which will replace the testing greybox I’ve been using so far. It’s a citadel, so there’s town surrounded by the castle walls and there is the fortress at the top of the hill. For the design of the streets and squares as references I am taking inspiration from games such as Bloodborne, Dragon’s Dogma and Lies of P.
I’m currently focus on the spatial communication of the Citadel, iterating on how to motivate player movement.
For example within the market square, exits aren’t immediately visible due to the maze of market stalls obstructing the view. Players are forced to navigate the space actively, uncovering more information as they explore and mentally chart the area.
As they walk to the other side of the square, a clear exit is revealed. This different perspective allows for strategic planning, enemy spotting, and anticipation of rewards, making exploration less boring and giving a reason for exploration.
The greybox reiteration of the new level continues. I completed the lower part of the citadel, consisting of the town. The player, starting from the main gate in the lower area, must make his way through the city streets to reach the castle in the upper area. The next step is to create the castle rooms.
I’m starting the level design of the castle, with the walls and the shortcut tower that takes you back to the bonfire.
As soon as the player starts the level, the castle is shown in the distance to give the player a clear objective. Weenies (in this case the castle) are little clues to tell the player where to go.
The level design of the castle is progressing quite fast, although it will take me all month. I’ve completed the left side of the castle, the garden area, where continuing will lead to a plaza where you’ll have the choice of climbing the walls or entering the dungeon.
Sometimes I waste a little too much time on the aesthetic details, I shouldn’t since it’s a greybox, there will be time for that when I put in the real environment.
I’m doing the stairs going down into the dungeon. I like that they are narrow and go downward to give a feeling of tension as you go down (there will be torches on the wall since it will be dark).
In the second screenshot you can see how I placed the slanted ceiling, I tried to keep the same distance from the floor. I placed it a little quickly but it will be done more carefully when I put the models in.