Everdark Abyss - AI, Combat, Factions #9


Hey Everyone!

In this week's devlog, we will take a look at the refiend NPC behaviour system as well as some other developments! 

Check out the video to see the NPCs in action!

NPC

There will be multiple factions in the world of Everdark Abyss with which the player can interact. The first step in developing this system is to assign a unique identifier to NPCs so that they can interact with each other appropriately based on their relations. 

I've focused on the combat aspect of this system, and currently, the NPCs can engage in one-on-one fights as well as larger scale battles. Different types of NPCs can band together to defeat their opponents, each selecting moves from their unique move set.

A new wolf NPC has been added with animations, sounds, and special behavior.


Combat

Weapons have a cooldown between strikes. The frequency of the attacks will be based on the player's skill as well as their agility. Currently, there is a blue bar shown on the screen that represents this.

Now, the player's camera will shake when taking damage, and the screen will also provide feedback with a mild red flash, along with the newly added sound effect.


Particle effects

The foundation for the particle system is ready. The first effect is a spark that spawns when deflecting an attack with the sword. Other effects, such as those for healing, magic, and blood, will be implemented soon.


World

To finally move away from the pink backdrop and the checkerboard textures, I've begun working on a simple forest-themed 3D tileset. The tileset is quite basic at the moment, but I plan to incorporate vertical elements to enhance the gameplay later on.

I'm aiming to release a pre-alpha combat demo next week, so please stay tuned. :)

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