Mythforge - Weekly Devlog #8


Welcome to the eighth weekly devlog update of Mythforge

Stuff I've worked on in the past week:

  • Added visual and sound effects to Sevarog
  • Fixed up Sevarog's movement code for root motion manipulation
  • Started creating a cutscene for the beginning of the Sevarog boss fight
  • Added minor changes to Sevarog's boss room
  • Added step sounds to skeletons
  • Added step/roll  particle effects


Sevarog Effects

I've added many sound and particle effect to Sevarog, including voice lines. I thought Thresh's voicelines (from LoL) would fit him. But i decided to use the voice lines of a skin of Thresh since that version's voice was deeper.

Here is a video of a fight with Sevarog at the moment:


Here is a picture of the two states next to each other:



Here is a gif of his ghost effect(%0-100):

Animated GIF



Sevarog Code Fixes

Sevarog's root motion manipulation was really problematic. Previously, I was using a 'Set World Location' node to change his location while dashing. But that wasn't nice because it wouldn't respect boundaries and such, basically it was "brute force". 

So I searched a lot for a way to make him move better and figured that I could just use the normal AI movement and command him to "walk" to the target location. While he was in this "walk" state I would set his walk speed to a really high value so he would appear like he was dashing.

Although this method fixes the dash movement a lot it doesn't work %100 of the time for the "ghost" effect I added before. Sometimes ghost effect doesn't reset when he reaches his target location. But for now this is good enough.



Sevarog Cutscene

Started creating a cutscene which will play before the fight with Sevarog, spesifically right after the player enters the room. It's still not finished but here is a sneak peak:



Minor Room Changes

Not really a whole lot. Just added some trim around the room and changed some walls to create some puzzles.



Skeleton Step Sound

Nothing special, just added the player's step sounds to skeletons too. I'm going to add voice effects (grunts etc.) in the future too.


A video:


Step Effects

Epic shared a free foot step particle effect pack in the marketplace and I thought I could use it in my project. The effects occur when the player walks, runs, jumps and rolls. Roll effect is bigger than others.

Here is a video:



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

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