Everdark Abyss - New Enemy and Environment #12


Hey Everyone!

The next update is here! We made a lot of progress with the game and the details of the combat system are starting to take shape. A lot has changed since the first combat demo was released 5 months ago. For eg. there is a new animation system for the First Person attacks, which makes it easier to get feedback from the combat.


The previously chaotic combat is being replaced with pre-defined attack patterns for the AI to choose from. I've optimized the hitboxes and the attacks are now feel like they really connect. There are also some minor effects like camera shaking, bood on the screen when taking damage, excessive breathing when low on stamina. All of which will provide better feedback for the player about the status of the current encounter.


To test this new combat system, we've implemented one of the tougher enemies, which have a simple but flashed out attack pattern. When you see this guy, you can expect a tough fight. To make things more interesting, I've added a parry system. Besides deflecting attacks, this way you can regain some stamina if you defend at the right moment. Other weaker enemies will be staggered when parrying is executed at the correct time.


Regarding the level design process, here is the first screenshost of the the starting town in development.


We've started working on environmental objects as well as more detailed models for the lootable items. While keeping the retro aesthetic we've decided to increase the texture resolution for the character and interactive items, while keeping the environmental graphics readable but more pixelated. This will provide better readibility while not slowing down development significantly.


There are currently 3 working enemies in the game with unique combat patterns (not including the friendly NPCs), and there are more on the way.

We are planning to release a Demo Quest in a few months with more exciting content!
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