Mythforge - Weekly Devlog #9


Welcome to the ninth weekly devlog update of Mythforge

Stuff I've worked on in the past week:

  • Worked on Sevarog fight start cutscene
  • Added currency similar to "souls" from Dark Souls
  • Created an interactable "soul remover" actor
  • Worked on a UI addition to show the "determined" state to the player

Sevarog Cutscene

Worked on the Sevarog boss fight's start cutscene. It's still not finished but here is the progress:



"Soul" Currency

I've created the UI piece for the soul-like currency and added animations to it. It's important to note that this currency will be called something else in the future. 

Here is a picture:



Soul Remover Actor

This actor simply removes X amount of an item from the player's inventory (Currently souls count is items in our inventory).

I've created this actor just to test the soul UI widget but this can be used in the future for gameplay logic like using multiple items to activate something. The way it works is similar to doors.

Here is a video showing soul interaction:



"Determined" Icon

There are two stats for each enemy which determines the point when the enemy stops getting stunned when we hit. First stat is for damage and the second stat's for hit count. Whichever is closest to the limit, that stat gets counted to calculate the "determined" state.

For example:

A melee skeleton enemy has "recently received hit count" of 2 and "recently received damage limit" of 32. So this means if we hit the skeleton for 40 in a single hit skeleton won't be stunned if we hit it in the next X seconds, which is 4 at the moment (this is a variable I can change later).

If we hit for 10 for three times, skeleton won't be stunned the last time we hit it.

I wanted to visualize this because player's can be confused when the enemy doesn't get stunned seemingly randomly. However I couldn't implement it successfully yet but here is the icon I use for testing:


This icon is wrapped around the targeting icon and I am planning to control its translucency to show the progress to become "determined" and change its color when the enemy becomes "determined".

I'm also planning to add weapons and skills which can play around with this "determined" system like dealing less determination damage so you can stun the enemy for longer or deal more damage to enemies which are determined etc.


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

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Comments

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Looks cool. I also use unreal engine. How did you do your lock on system?

I'm using a pack called Dynamic Combat System which already had the lock on system setup. You can find it in the ue marketplace.