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Hi there! It's been a while since I last shared what's happening in my game development journey, so I wanted to catch you up on some exciting news. As many of you might be aware, there's been a recent announcement regarding the pricing changes in Unity Engine.…
Weapon Restrictions When I'm developing Story of Nararale one thing that comes to mind is that all the characters are fixed to specific classes. Imagine if you love playing a melee style with a sword but do not want to use a shield. It should be possible. Howe…
I love skill trees. When I play games, I want to see the skills and upgrades, and now I’ve implemented them in my game.
Ranged characters always have an advantage over melee characters, so in this devlog I added Block, Dodge, Parry, and also Deflect Projectile to balance the gameplay between ranged and melee characters Battle Actions Battle actions will trigger whenever a chara…
Hi! Long time no see! It's been about seven months since I last uploaded any updates about the game. Alright, game development requires some inspiration, right? Let's talk about the mechanics in the game... World Map Movement : Players can move around the worl…
Let's talk about some Skills Prototype and the Attack Bar mechanic in the game, as players will have to interact with it throughout the game. Attack Bar and Hit Result: Orange Section: When the player hits the orange section on the attack bar, the hit will res…
Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development). Graphics Settings: Display Output: Useful for switching monitors (in case …
Gameplay Added Rogue Class The Rogue class wields twin daggers and is specialized in fast movement, allowing them to perform two quick attacks with normal attacks and most of their abilities. Additionally, they can climb and jump between terrains with less cos…
Gameplay Individual Turn-Based Changed from Team Turn-Based to Individual Turn-Based. Each character will have 5 AP (Action Points) to use for actions during their turn: Move: Costs 2 AP Normal Attack: Costs 3 AP Skill: Cost depends on the skill, typically ran…
Gameplay Character Controls Any character can be moved without interrupting any actions, such as attacking and guarding. This means that the player does not have to wait for the characters to reach their destination before commanding another troop. Player Stra…
Gameplay - Added Archer animations. - Added Ranged attack for Longbow that can attack further 6 tiles away from an attacker but can't attack any enemy in 3 tiles range. - Any Character can only attack targets that are in Line of Sight, any character that is ob…
Gameplay - Any character's movement and animation speed will change depending on the tile they are on. - Troops will rotate clockwise and keep their positions within the current formation when moving. - Added 3 Formations for troops to use - Line Formation: tr…
- Added Grass and Tree - Changed Fog of War visualization. - Limit the character's travel distance to the line of sight. - Added Outline Effect that makes graphics look more like cartoons. - Added Dithering Effect that displays the characters when they're behi…
- Player units have a line of sight that can use along moving to reveal Fog of War and when it has been revealed, the terrain will be visible, if player units leave the point where Fog of War has been revealed, the terrain still visible but all enemies on thes…
- Core Mechanic changes to Isometric 2.5D - Added two camera angles: a medium angle camera that focuses on the current character, and a Bird's-eye view camera angle that will be used during the strategy phase. - Added a new water shader that can render 2D spri…
- Weather System (Rain) - Characters can jump on different areas (over the bridge, down to the river), this makes more ways for fighting mechanic - Added more attack animations to Zoel character (Slash and Stab) on All 4 Sides - Camera will auto adjust determi…
- Attack Bar will show whenever the player needs to do an attack - Player can deal damage by pressing an attack button (Ex. Spacebar in this case) and the damage output will be calculated based on the color that the player hit on the Attack Bar. White Section …
- Fog of War: Fog that covers all tiles and players have to reveal it - Line of Sight: All characters have their own "Line of Sight" and can be used to reveal Fog of War - All Characters, Objects and Terrains will be hidden in Fog of War - Camera Smoothness En…
- Can change camera angle via mouse scroll. - Added UI Animations. - Added new 1 character "Elena" (A Girl In Blue Hood) and 1 enemy "Ancient Centipede" (Monster that has 4 arms and can dig through the terrain for moving) - Outline Shader that highlights the c…
When the player encounters enemies turn bar will show on the top left of the screen. It is sorted by SPD (Speed) attribute for each character, a character with the most SPD will get a chance to move first in that turn. Character Pictures can be clicked to make…