Devlog #15. Integration


☯️ In our diaries we usually write about individual mechanics or level variations. But the funniest (or the craziest) part here is to integrate everything into a coherent whole and look for the different flaws that are not visible during the development of individual parts of the project.

📃 The new video is a test run that includes testing many aspects of the work in progress, such as:

  • the procedure for creating a character and starting the game, saving and loading states;
  • integration and testing of the test combat zone in addition to the safe hub;
  • checking the structures of locations for suitability for battle and AI navigation;
  • global positive and negative effects, such as a constant decrease in mental health in the dungeon, a gradual restoration of parameters while in the village;
  • the introduction of storages to preserve in-game values (loot) taken out of the dungeons for further use in case of death or their sale;
  • AI behavior in small and large groups in various terrain configurations;
  • reworking of AI attack animations and their reactions to various influences from the player (taking damage, stunning, knockback, receiving negative effects)
  • developments in the mental health conditions (scare, fear, insanity) with concomitant effects;
  • elements of the player's combat system (shooting, usage of melee weapons, hand-to-hand combat, pushing).

Much remains to be done and refined, but a lot has already been done. 

So it's time to add the game to your wishlist and keep your finger on the pulse!

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