Game progress: week 52 of 52
Week 47 - Combat, animations and savegames
2012-01-02

Happy new year! We took some time to recharge our batteries and we're back stronger than ever, so here's the 47th week update!

Combat actions

I spent a lot of time thinking and working on the action and abilities bar.

The biggest change is the introduction of the stamina bar: there will be no "cooldown" time for attack actions. Every action use a bit of stamina, so you can use powerful attacks until the character's stamina run out, then you have to wait for the stamina bar to recharge before to be able to use more powerful attacks.

Savegames

You have 3 character profiles with auto-save now. Once you choose the profile to use there's no need to save manually the game.

Did I mentioned all the savegames will be backed up automatically on the cloud? Yes, you will be able to use the same character profile on the ipad, web or the stand alone desktop version.

Weapon types and combat animations

All weapons are now categorized into:
  • sword
  • mace
  • axe
  • gun

Instead of using always the same animation for all weapon types I choose to create several animations related to each type. We have now 5 new animations for sword attacks (4 generic and 1 special attack).

New sword attacks

Character stats

Each character now can have its own strength, constitution, dexterity and attack speed (melee/ranged).

Updates from user feedback

  • Double click on enemy will trigger the default attack action
  • The animations are now faster

New weapons

Here's some new weapons:

Hammer! Everything is a weapon, right? Everything is a weapon, right? (Part 2) Everything is a weapon, right? (Part 3) Baseball?

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