Mythforge - Weekly Devlog #7


Welcome to the seventh weekly devlog update of Mythforge

Stuff I've worked on in the past week:

  • Added block ability to AI
  • Added stamina to targeting indicator
  • Worked on Lordenfel level
  • Added "Sevarog" Boss


Block By AI

AI from DCS was already able to block but I deactivated it because I thought it was overpowered at that state. Now that I've found the ways to change how frequent the blocking occurs I reactivated it. 

Here is a video showing the AI blocking:



Circular Stamina Bar


I've changed the circular targeting widget a little bit and added stamina to it. Now we can see the stamina of the enemy so we can predict when will they be vulnerable. The color and thickness of the stamina bar can be changed easily from the material.

You can already see the stamina bar in the video above. 

Here is a picture:


Lordenfel Level

I've changed my mind about the boss room from past week. I've decided to use the big castle's interior for the boss room, so I made some changes in there. 

My main goal was to open up some sort of an arena in the room so I had to remove many structural walls and pillars.  I've also added staircases to be able to get up to the upper section of the room. 

What I have on my mind is: 

  1. Player enters the room using a fog door.
  2. A cutscene starts and the player sees the boss (Sevarog) spawn with a cool animation and get down from the upper section of the room bu flying like reaper from Overwatch.

Here are some gifs to help you understand what kind of a thing I'm imagining:

Animated GIF

Animated GIF

Of course Sevarog won't jump like Reaper, he will mostly levitate down with a particle effect like the one reaper has, spilling from Sevarog's pelvis to the ground.

And here are the pictures and a gif about the changes I've made on Lordenfel:

Animated GIF









Sevarog Boss

I've decided to use Sevarog from Paragon as the boss for the demo. I think he fits the theme of the level really well. 

While implementing him, I realized that Sevarog's animations doesn't have root motion so I had to find a solution for that. It's not working flawlessly yet but I managed to fit a code based movement to his attacks. 

Here is the code I'm talking about:


I've also used a code similar to this for the charge attack but it doesn't always work at the moment.

And here is Sevarog:


A gif of his "Subjugation" attack:

Animated GIF


There is still a lot of work to be done on Sevarog. I will add particle and sound effects to his normal attacks and charge attack and also there is a special attack I want to add which he flies in the air to the center of the room and uses a channeling attack form the air while the player tries to dodge them.

Some Notes

I hope you guys like what you see here in these weekly devlogs. I don't like to ask people for likes or comments but they really help in terms of feedback. I can change stuff which isn't liked and maybe add stuff that you guys suggest.

I would really like to be in an active communication with the followers of this project. You can follow this projects twitter @coldteagames to stay in touch.


That's it for this week and see you next week!

Get Mythforge

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.