Everdark Abyss - Audio, Combat, HUD #7


Hey everyone!

There's a lot to talk about this week, so I've organized the new features into categories.

HUD

  • I managed to finish the layout of the HUD and imported some assets into the game.
  • In the lower left corner, the Health, Magic, and Stamina bars are displayed, along with the currently equipped main weapon.
  • The upper right-hand side of the screen shows active status modifiers with their unique icons and the remaining duration.

Equipment

  • With the inventory system already finished, extending the equipment system was a simple task.
  • Currently, you can only equip main weapons. Equipping a weapon doesn't mean it automatically appears in your hand; there's a separate button for holstering/drawing your weapon. In the future, NPCs will react differently if you approach them in a hostile stance.
  • As mentioned earlier, using potions is now represented on the HUD.

Sound

  • I've added some basic sounds to test the new underlying systems. The system can now dynamically play sounds based on pre-defined rules. This will be helpful when an event has to choose between multiple sound instances.

Animation

  • The first-person animation system is complete, and all that remains is to create custom animations for weapons and actions.
  • The new arms controllers are affected by various factors (movement speed, jumping, taking damage, etc.), which I hope will greatly improve the gameplay experience.

NPC

The first debug NPC is also finished. Currently, it's quite simple and can do the following:

  • Wandering (Navigation needs to be improved, but for now, it works without a navmesh)
  • Attacking (Only when finishing a movement action)
  • Playing idle sounds
  • Hitting the player and detecting defensive stances
  • Full 3D collision (behaves like the player)

Check out this video to see all of the new features in action!

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