Devlog #1 - Introduction (ENG)
Welcome to the first devlog of Unnamed. To start with this series of updates on the project, let me clarify:
What is Unnamed?
Unnamed is a first-person dungeon crawler set in a, well, dungeon with multiple floors (50, for now). The Main Character awakes in an empty, dark room without any recollection of their identity, let alone how they got there. The main goal is escape the dungeon, but to do so you first must explore each floor in order to find materials, skils, partners and the necessary key to get to the next floor. Each floor will be guarded by a boss, so make sure to be prepared for the encounter.
That’s all you should know for now! Let’s continue with this week’s development progress on the project.
Navigation System
The game has grid-based movement, similar to the classic dungeon crawlers. On this type of movement you have controls to go forward, backward, to the sides and turn around. While these may seem rudimentary at first, I feel like it adds to the game’s general atmosphere, and the levels will be designed around this.
The user interface also has a 4-directon compass, in order to assist the player with the navigation through the floors.
Combat System
The combat system is turn-based with random encounters. For grid-based movement, this was the best choice. Of course, the player will have tools to increase or reduce the rate of these encounters, like items or skills. I’ll also make sure that the encounter rate stays in a manageable level, without being too annoying.
Physical Damage Types
There will be 4 physical damage types: Slash, Contusion, Pierce and Gun (I’ll be accepting feedback regarding these names!).
Each one of these will be linked to a weapon type, and will have a related status effect chance. For example, Contusion damage will have a chance to Stun the enemy each time it hits.
Some of the weapon types currently on development are these:
- Sword
- Warhammer
- Bow
- Daggers
- Guns
- Gunblade
All of these will also have a special ability.
Skills
Your main tools on the combat system of Unnamed are Skills. These can be learnt in a variety of ways, but there are two main types: Physical and Magical. Magical Skills can be learnt privuded that the characte has an avaliable skill slot (or is willing to replace one). This is not the case with physical skills, that must be contained inside a weapon and can be passed to another with a reforge and inheritance system (still on development).
User Interface
The main progress of this week with the user interface must be the Battle Card.
This one is an early prototype, where you can see elements that were to appear originally on the character Battle Card. This design had a lot of problems, and in the end I decided to replace it with the next one.
This is the most recent design of the Battle Card. It still need a few adjustments, but is a good look at how it will be at the end. For this design I went with a more simplistic approach, and I’m very pleased with the final result.
The bar at the left side of the character is the weapon special ability bar, indicating when it can be used. The current design is a placeholder, and will be replaced later on. The plan is that the design changes with the type of weapon equipped. Another placeholder is the character design that appears on the prototype. This is not the main character, but I plan to work with the artist that made it for the characters of the game (If he accepts!). If you want to see his work, you can do it on his Instagram.
All the detailed on this devlog is already implementd or with great progress. This is all for this week, if you want more informaton on the project, please make sure to read the next devlog. With not much more to say,
See you next Friday!
Unnamed
Unnamed. Unafraid. Unstoppable.
Status | In development |
Author | Ociier |
Genre | Role Playing, Adventure |
Tags | 3D, Singleplayer |
More posts
- Devlog #1 - Introducción (ES)Mar 13, 2022
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