Day 23 Update
Death For Growth » Devlog
Today was one of those interesting days where a bunch of conversating and not as much productive activity took place, had a good time though! Still managed to knock out some relatively important tasks, like hopefully fixing up NPC movement, fixing some inconsistencies in camera movement when paused (or lack thereof), and doing more experiments with making NPC behavior more consistent. I'll be doing a bit more work on combat and potentially NPC behavior before getting ready to move on to visuals and a big round of UI work.
Either way, I'm all talked out for the day, here's the patch notes and thank you so much for takin' the time to read this~
Changelog:
- fixed parrying sometimes queue-ing up a second parry and consuming extra mana
- fixed camera not fully resolving its position due to game being paused
- hopefully resolved a scenario where NPC's can dodge while staggered from a successful parry
- hopefully stopped npc's from dodging and healing when parried
- increased damage when the target is staggered from a successful parry (damage += Mathf.FloorToInt(damage * 1.4f))
- swapped enemy NPC's over to the Imp models
- hopefully fixed most of the "ice-skating" style movement that the NPC's had
Files
Build.zip Play in browser
Apr 12, 2023
Death For Growth
A game where death is just the beginning, and success depends upon it.
Status | In development |
Author | Setolyx |
Genre | Action, Puzzle |
Tags | Action RPG, gauntlet, Singleplayer, Third Person, Unity |
More posts
- Day 41~110... 😅Aug 20, 2023
- Day 30 ~ 40 (oh how the time flies)May 07, 2023
- Day 26~29 UpdateApr 20, 2023
- Day 24~25 UpdateApr 17, 2023
- Day 22 UpdateApr 11, 2023
- Day 21 UpdateApr 10, 2023
- Day 18~20 UpdateApr 09, 2023
- Day 17 UpdateApr 04, 2023
- Day 16 UpdateApr 03, 2023
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