u/Far-Comedian-5703

Solo Grinding I made new trailer, what you think?

Hey, had a pretty intense month working on game. added loot that can drop from chests/destructible objects, significantly expanded the passive tree. added 6 new stats, status effects/buffs/debuffs,first mini boss mechanic, improved icon UI. soundtrack itself is from the game, these types of melodies will be played, slavic folk/celtic folk vibes. finishing the demo.. looks like the whole backend mechanic systems work fine so now i just need to add more content, still trying to figure out dungeon system in game. thought about room system where I make 15-20 rooms and they randomly connect with each other. what you think guys? not really sure how to approach procedural generation itself ;D

u/Far-Comedian-5703 — 1 day ago

Solo Grinding update Does this way of showing status/buffs icons work?

Hey guys! My first post here about my project got a really warm welcome here, so thanks a lot for that ;) Wanted to show you a quick look at some status effects and buffs I’ve added to game, also wanted to ask more experienced devs how to display these icons. Right now, they show up under turn order slot, and you can hover over them to see description. They also appear above the enemy tooltip when you hover over a unit if you hold CTRL, the tooltip stays pinned so you can move your mouse over the icons to read what they do
Does this setup look alright, or would you change  something how icons are shown?
As for how status effects works, some statuses cancel each other out  for example, if  enemy is Burning and you hit it with  skill who apply Wet, burning is gone. Same with Burning and Rooted. Some also need a specific status to trigger something else. For example, you can only Freeze someone if they’re already Wet and if they are Paralyzed and you apply Wet, it triggers Stun. I’ve got 9 statuses so far.  Don’t want to add too many though, I want them to be more like bonus/utility thing rather than making the whole gameplay just about statuses ;D

Edit: Video is sped up so it's not too long.Also, I just noticed some DaVinci filter must have accidentally applied, skill range and movement indicators look all dimmed out lol. They're way brighter normally! xD

u/Far-Comedian-5703 — 11 days ago