GuildKnights
Combat System Update
Basic Combat in GuildKnights
Previously, our combat system only involved resolving an attacking unit’s damage versus a defending unit’s passive defense stat. This led to flat combat encounters without a lot of variance. We’ve made a couple of minor [...]
Combat Updates Incoming
As progress was made on our new enemy type and Tier I class Skills, it became apparent that some updates to our core combat system were in order. We’ve currently shifted gears to make some [...]
Feyspark Idle Animation
We’ve added a nice little placeholder asset and animation for our new enemy type!
GuildKnight Skill Progression
One of our next development targets is to add some new abilities for player characters to use while exploring the dungeon map. The actual progression that determines when and which Skills a player has access [...]
Gel Behavior, Vision, and Traps
Our basic Gel enemy behavior is now complete! Gels will pursue an enemy player then retreat and split when their health gets low. The goal is to have each enemy type that we [...]
Map Display Updates
Just recently finished getting the basics of hiding map tiles and enemies relative the the player units' vision ranges. This made the need for an easy way to view the whole floor layout more pressing. [...]