DevLog #2: Combat X Physics

A lot has changed in the short time since my last devlog. Less than two weeks, in fact. I humbly, yet proudly present my newest update and progress in my development for “A Game of Gods: Infinium.“ I have learned a lot about physics simulation as well as particle effects and combat design these past few days. I would like to give a warm and appreciative thank you to all of those who tuned in to my livestreams on Twitch and endured this journey alongside me.

The main announcement for this update is the introduction of an improved combat system. Gone are the days of lazy slashing animations and now are the days of crisp visual effects and lighting for character abilities. I feel very pleased with the direction this project is heading and I am really enjoying play testing! The characters also sport new animations alongside foot IK placement that make the legs look really nice on stairs or other types of sloped surfaces. An example of this can be found by viewing the picture below. Another big addition are all of the new locations, level designs, and Easter eggs to make the world feel more full of life and compelling to adventure in!

The second half of this announcement are all of the physics! As I say on stream quite often, dungeons are my way of testing out new tech for my game in a vacuum to see if I should implement it further. Over the course of several days, stream enjoyed watching and even making suggestions on an escape room dungeon that I begun building. I added new rigidbodies like ragdolls, boxes, barrels, and physical chains. I then transferred the scene into a water area where the objects will even float! I couldn’t be happier with the results and all of the new progress that has been made! I look forward to having a working product for people to try sometime soon.

If you would like to see more, check out the gallery containing some awesome in-game photographs!


Full feature list:

  • Foot IK: Character foot positions now match correctly to any terrain being stood on.

  • Sword Master class abilities: New abilities with utilizing particles and

  • New human enemies: including ranged enemies for more combat variety.

  • Added Golem NPC: Strong large enemies that will hurl boulders at the player.

  • Pets: The Night Walker class can now summon pets! Either low level dire wolves or full grown werewolves that spread fear.

  • New region - Cascade: The cascade region is the northern most point of civilization. Nothing but wilderness occupies beyond the wall.

  • New region - Warzone: The Kebari fortress is besieged by human occupiers. Are you able to fend them off for your clan?

  • Removed automatic healing: The removal of healing causes players to rely on potions or abilities to stay alive in dungeon crawls.

  • New animations: Each class has had their animation controllers reworked and expanded.

  • New weapons: I have more than tripled to amount of unique weapons and given each their own abilities and stat modifiers.

  • Added weapon trails: Added a trail affect onto weapons when they are used in combat to visualize the strike of the weapon.

  • Completed boss fight: One of the main bosses is now fully implemented into the game as well as an associated quest.

  • Various Easter eggs: Chat enjoyed watching and even suggesting new Easter eggs to add to the game!

  • Broom flight: Brooms are now fully implemented into the sorceress class, allowing the player to fly to any point on the map.

  • New lore: The main beastfolk clan has been named “The Kebari.”

  • Adjusted economy: Starting economy has been increased to allow a quicker path out of the starting zone.

  • Starter quests: Simple quests have been introduced to help player familiarize themselves with the in-game systems.

  • Alchemy: Players may now collect herbs and brew potions to assist them in their adventure.

  • Chain physics: Chains with realistic audio and physics have been successfully implemented.

  • Occlusion culling: The game will now only focus on rending what is on camera, effectively doubling the performance.

  • LOD revamp: Every LOD has been re-adjusted to further optimize the experience.

  • Removed Barefoot.

  • + Lots more!

Zenn

A young game designer and huge nerd.

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Using AI to Generate Game Assets

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Devlog #1: The Island of Infinium