Mythforge - Weekly Devlog #6


Welcome to the sixth weekly devlog update of Mythforge

Wow it's been 6 weeks? Time flies when you have fun... Amirite?


Stuff I've worked on in the past week:

  • Created "Fake Wall"
  • Created "Fog Door" for entering boss rooms
  • Worked on the demo level
  • Created an easily posable actor with a ragdoll feature
  • Rethought the "weapon combining" feature
  • Started creating forge
  • Created unlockable onetime/multiple use door


Fake Wall

I've worked on the collision code when we attacked to let player hit walls, breakables, etc. But this didn't work as well as I hoped because in some cases the attacks could be canceled just by hitting the floor, which wasn't too hard considering terrain isn't even most of the time.

So I filtered it and now the player can only hit invisible walls in addition to enemies. This wasn't a beautiful fix but I couldn't find a better way to make it work. I'm also planning to add destroyable objects to this list in the future.

Here is a video:



Fog Door

Not much to say here. I used niagara for the particle effect and the material of the partical uses the volumetric fog under the exponential height fog. I can easily change the shape of the door by changing the mesh in the niagara particle.

Here is a video:




Demo Level Changes

I've made some changes to the Lordenfel level. Added an additional zone to the end for a boss fight. It still needs some work but the main layout is done.

Here are some pictures:




And here is the boss section:



Posable Actor

You can already see some pictures with the posable actor above. Here is a gif of how it works:

Animated GIF

I can also easily add  additional skeletal meshes to it like helmet, armor etc.


New Weapon Creating System

Previously, my plan was to make a forge where players could combine two weapons into one to create new abilities and attacks. Now, I decided that letting players create their own weapons would be a cooler option.

Here is how I'm planning to do this at the moment: 

There are weapon parts you can create. For example, if you wanna create a sword there will be 4 components for a sword (numbers might change). 

  • Blade
  • Guard
  • Hilt
  • Pommel

So how do you create these parts? 

Sometimes on your adventures you come across some blueprints which you can take to the forge to learn it. Then you will be able to create that specific part (like "Worn Iron Blade") and use it in your next weapon. 

Each component will have their own stats and effects, rare ones might have special effects and visual effects too. Each component blueprint will also have a unique model.

At the moment, I'm not 100% sure how you create these learnt blueprint components. My current idea is to require crafting items (like iron, wood etc.) to craft them but this might change later.


Weapon Forge

I've started to create the forge actor. They whole layout and look of the forge will of course change in the future.

Here is a gif:

Animated GIF



Unlockable Door

I already had the door meshes from Lordenfel pack and I created a key item (which counts as a material at the moment). When the player uses the door it checks if the player has the appropriate key (so there is a specific key for each door) and removes it from the players inventory, then opens. I can however switch the "removing key from inventory part" if I want for each door.


Here is a video:



Thats it for this week and see you next week!

Cat Reaction GIF

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