Changelog 11->19
Devil Spire 2 Prototype » Devlog
- Status menu!
- Levelling Up!
- Saving/Loading from inside buildings!
- Creating Small (20km²) or Large (default 100km²) worlds!
- Several fixes and improvements to data saving/loading
- The entire Item system, including picking them up, stacking, dropping (with (bad Godot) physics) and saving/loading!
- The Color Potions from DS1 are back, with a 3D makeover!
- The Inventory menu!
- The consequences of being over-encumbered with items (not being able to run, dodge, crouch, climb or jump)!
- Folder structure organization (bad, project breaking, corruption jumpscare, bad)
- Fully functional Item Container system, which means treasure chests!
- Which actually save/load items correctly (you can store items in them, and looted chests remain empty)
- And speaking of looting chests, DUNGEONS NOW HAVE CHESTS WITH LOOT IN THEM!! (the loot is the potions)
- btw, you can now use/drink the potions and they work as intended (even programmed the ailments system (with no effects), to make them cure them)
- PLUS! Dropped items now save when inside buildings! (duendes steal all your dropped item in the overworld)
- As you can imagine, there was an overhaul to data saving code
- The whole ass, feature complete, including dual wielding, conditional two-handing, use anything as weapons, all slots working, jesus christ almighty EQUIPMENT SYSTEM! (minus the animations for the different combat stances, enjoy your two-handed dual wielding)
- For now, the following pieces of equipment added to the game's loot table and through debug: shortsword, helmet, armor, cuisses, vambraces, with FUNCTIONAL LEVEL SCALING (not the dumb kind) BY DISTANCE FROM WEHRE YOU SPAWNED!!
- And a lot of misc shit I forgor
- 9 wholly new items for the missing equipment slots: earrings, necklaces, belts, backpacks, bangles, gloves, shoes, and upper and lower clothes! all are fully implemented with 3D models, icons, and functional! available at your nearest (newly generated) treasure chest, and the debug command!
- The Map menu is on! With functional zooming and panning!
- The Mini-map has been resurrected!
- Grabbing and dragging and rotating dropped items!
- You can now attack and kick dropped items and destroy them in the world!
- Cool new shattering effect for when items/equipment break!
- Items are now displayed in glorious rotating 3D in the Inventory description window!
- Adjustments to weapons, mostly the size of the hilt (plus some new weapon models that are yet to be implemented as items)
- Fixed armor clipping through the body
- A complete, absolute overhaul to the Low Poly Naked Man Player model, so it has no more flaws and errors in Blender (bone rolls, rest pose, etc.)
- Slight improvements to all animations!
- Animations for every single combat style: One-hand & Shield, Two-hand, and Dual Wielding!
- And to test it out, two new weapons: The Shield and the Greatsword!
- NPCs (which are now named) now level-scale based on distance from the starting area ONLY, increasing in power up to Lv10, like loot. Stronger NPCs give more EXP.
- NPCs now carry equipment based on their class and level. So they are now properly setup as either Villagers or Bandits, and have had their AI slightly improved.
- ALL equipment pieces now have unique icons and textures for each tier!
- Saving now fully works for NPCs, so dead ones stay dead! Also fixes weirdness with NPCs inside and outside their homes.
- You can now loot corpses!
Files
Devil Spire 2 Demo 19.zip 90 MB
Sep 02, 2023
Get Devil Spire 2 Prototype
Devil Spire 2 Prototype
Procedural Open World Action RPG
Status | Prototype |
Author | ithiro |
Genre | Role Playing |
Tags | 3D, Action RPG, Atmospheric, Dark Fantasy, First-Person, Godot, Low-poly, Open World, Procedural Generation, Singleplayer |
More posts
- Changelog 7->11Jul 07, 2023
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