Some time has passed, which I’ve used to regain calm and motivation.
And now, that time is bearing fruit.
Not only has work begun on the hotbar — where players can drag and drop their skills and items to use them in the heat of battle — but development on the game’s Build Mode has also officially started.
The hotbar consists of several slots with the following designations:
Light Attack, Heavy Attack, Skill1, Skill2, Skill3, Item
While basic attacks are not freely assignable — as they depend on the equipped weapon — the skills can be assigned freely via the skill tree. The same applies to the item slot. The player can place a consumable item here to use it quickly during combat.
The hotbar slots display cooldowns, warmups, and, if applicable, usage costs, as well as the key used to trigger the slot.
Since building the tavern is designed similarly to the digging and construction mechanics from Dungeon Keeper-like games, I needed a tilemap with autotiling functionality.
For this, I created a completely new class, managed via a subsystem, that handles the tilemap, the individual tiles, and both the addition and removal of tiles.
A Perlin noise-based tilemap generator, along with a path generator, ensures randomness and consistency of the map — all driven by the game seed.
Same seed = Same tilemap!
I’m currently developing the first tool to dig and remove tiles, where neighboring tiles always adapt to the new state (= autotiling).
I’m also running tests on the hotbar, casting skills extensively and comparing the casting data from GAS with stamina usage, MP costs, and replication times.
The next steps after digging will be:
- Placement of rooms
- Placement of props (instance-based)
- Improved root motion movement
- First enemy AI
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