A bunch of things - Devlog


For this devlog, I don't have any sort of interesting story or take. This is literally a devlog of the things I have been implementing in the game recently, so let's get to it (note: I obviously intend to make all the interactions more polished and interesting with sounds and visual effects later on):

1. Player House Controls and Features

In my previous devlog I showed the major changes to the player house to accomodate all the elements needed for the spell crafting system. As the player will not have access to all the modifiers from the start, I have implemented a simple control over what should spawn or not when the player enters the house.

Together with this I have also included a spell crafting guide, a lever to clear the spell recipe to start over, and another lever to respawn everything - in case the player wants to reuse modifiers to another spell, or in case the house becomes a mess...

2. Creating Recursive Spells

One of the "on-hit" effects that can be put in a spell is the ability to cast another spell automatically. The interaction was already implemented, but now I have also included an interaction with the spell selection table for the player to select a spell from the list and spawn an object that they can put in the cauldron to create these recursive spells.

2. Player Color Customization

From the very beginning, I have parameterized the colors of the player character material to be customizable. Now I have finally implemented an actual "wardrobe" that the player can interact to change their colors as desired.

3. Transmogrification and Summoning Spells

Everytime I play a game which has a magic system,  I search if it lets me play as either a summoner or a metamorph. Well, have added these two spell types to the game, and the transmogrification is already being implemented.

4. Merchant Polishing

In my previous devlog I also documented the creation of the merchant, and how this interaction will work. I have now also added basic animations to him, and also a controllable roaming system to define the areas where the merchant can be.

5. More Spell Shapes

Very straight forward, I have implemented new shapes that the spells can take. Not only it is funny to be able to throw random things at enemies, there are some other interactions that I am planning with these shapes as well when the player uses them in a transmog or summoning spell.

6. Physical Pickup for Most Objects

In order to let the player created spells with shapes other than the ones in the player's house, I have implemented the same pickup system which is used to grab spell crafting modifiers for any interactible prop. This will also be useful in some puzzles down the line.

7. Telekinesis

With the whole object grab system, it is only natural to let the players have a "telekinesis" spell which can be used anytime. The player is able to not only grab and place objects where they want, but they can also "yeet" them into other things or even enemies.

8. Mage Enemies use Spells

Until now, the mage enemy had determined attacks with their own behaviors and mechanics. I decided to make everyone play by the same rules, and adapted the spell actor that the player uses so it can also be used by the enemies. Not only it makes the attacks more flexible, it also makes things more consistent in terms of player expectations. If the enemy is using a certain spell, the player is able to craft the same spell.

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