February Development Update

February Development Update

No new gameplay systems this month, which maybe isn't such a bad thing. The majority of gameplay systems have been implemented, so my focus has shifted to adding new content within those systems, and polishing existing content. I have a fairly solid grasp of my long-term plan now - fortunately, it hasn't changed in any meaningful capacity since the December Development Update:

  1. Early access release with the first 3 areas and majority of gameplay systems. I plan to get to this point by (and this is the part that may change) mid-2026. Aetherdale will be available at a reduced price during Early Access, and take on its final price at the end of E.A.
  2. A span of time in Early Access used to get feedback and improve things. During this time I'll also be developing the final area and final boss.
  3. Full release with the minimum amount of content to call Aetherdale a complete game
  4. Depending on my success and remaining ability to sanely work on Aetherdale at that point, I would like to do content updates after release. But that's too far out to predict.

Anyway that's enough speculative rambling, here's what I did:



Ithindar

For the last two millennia, Aetherdale has suffered under the oppressive rule of the Ithindar Empire. The Ithindar are an advanced race of humanoids who, despite becoming quite intelligent and technologically advanced, never fully evolved past their primal, predatory nature.


The Ithindar Ranger, a sniper-like enemy type


Ithindar will a major antagonistic force in-game, and the first of them have been implemented - the Ranger and the Imp. The Ranger will spot players from afar, focusing on a target before unleashing a laser-like torrent of energy at it. Imps stalk around (nearly) invisibly, dealing critical damage and applying damage-over-time effects on hit - the only ways to reveal them are to strike them, and to be struck by them

    In addition, Ithindar's weapons will be available for player use. The exact method for acquiring them is to be determined.

    More Ithindar units will be developed over time - currently planned are a mage unit, a fast, tanky melee unit, and two bosses that are unique variations on existing classes.



More Cursed Traits

In the January update I briefly touched upon "cursed" traits - a type of trait outside of the normal rarity hierarchy, which imparts a powerful bonus in exchange for some drawback. Previously the only cursed trait was "Cursed Coin", which converts some of the gold you receive into worthless projectiles that harm nearby enemies.

    Now there are 5 more:
  • Berserk: deal 50% more damage, take 50% more damage
  • Bloodlust: gain 25% lifesteal, lose 50% of your armor (hidden stat that affects how much damage something takes)
  • Featherweight: gain 30% movement speed, lose 30% max health
  • Narrow Minded: receive one less option when choosing new traits, but get higher rarity traits
  • Reckless: ability cooldowns are reduced by 50%, but 33% of ability cost is deducted from health instead of energy
These provide needed complexity to the game - they can be used to greatly affect one's playstyle without making them significantly more powerful. There may eventually be situations (e.g. certain Idols) where a cursed trait is purely an upside. These will have to be assessed on an individual basis, but having niche scenarios/interactions that make the player overpowered as hell is more of a feature than a bug.



Yub Nub

It's time to fix one of the forest levels. The level in question is the Forest of Titans - a set of giant tree stumps in the middle of a forest. This didn't create very dynamic gameplay, and its implications for the lore were unclear. Why tree stumps? Why are there portals here? Chests? The level has been revised.



It is now the Grublik Village, home to a species of fluffy menaces that frequently war with nearby creatures and themselves.

Interactions with the Grubliks and their villages are on the todo list for a future update, but giving them a proper home in what was once the Forest of Titans is a good start. This also adds cover, and a little more verticality to this map. This is a large overhaul, and not finished yet, but I believe it will have been worth the time.


In Summation

With most gameplay systems in place (the "vertical" component of the game) my focus will now be mostly on content (expanding the game "horizontally"). Gameplay system work will crop up here and there, and some of it is merely waiting on having a place for itself. But for now I need to catch up with maps, weapons, and story points/unlocks.

Thanks for reading, until next time.

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