Everdark Abyss - Active Effects #6


In every RPG game, players can use various items to aid them or cause harm to their opponents. This system will be crucial to the gameplay in Everdark Abyss. Currently, players can have up to 5 active effects at once. These effects can instantly change the player's attributes, skills, or apply continuous healing or damage.

The effects will stack, so if the player consumes multiple healing potions with the same attribute, it will extend the applied effect's duration. However, consuming a stronger healing potion will only extend the duration of the weaker one. This rule prevents overcrowding the effect slots. Harmful effects behave in the same way. There will be a limit to how many potions you can drink at once, and overfeeding yourself will have negative outcomes.

The system I've built not only allows for basic effects but also establishes a foundation for casting spells. In the future, players will be able to create their own spells or enchant their weapons and armor with custom runes or enhancements.


I've also tested equipping weapons. The system is designed in a way that allows the player to choose a dominant hand. When selecting a weapon in the inventory screen, it will automatically equip in the player's dominant hand, and switching between suitable items within the inventory will be straightforward. Additionally, I plan to add a function to allow players to dual-wield and select which weapon they want to use in each hand.

The UI visuals in the inventory have been updated to provide feedback when equipping items.


Moving on to graphics, the first hostile NPC model is ready for animating. Although it is missing a weapon and some armor at the moment, I hope to showcase it in action next week.

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