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Development
Week 21 of development has seen the continued implementation of multiple combat related features within the character class as well as within the combat actor component, which is to be attached both to the player as well as to any NPCs participating in combat.
Testing on the dummy did not occur last week, as the implementation of all the different damage formulas was not finalized. There are now attacks that can deal damage to multiple enemies in various areas of effect, a complete "Effect Over Time" timer system which keeps track of all the effects applied to any given target at any given time.
A stack system also exists, meaning one can stack multiple effects over time and potentially do devastating combos this way. Combat effects have also been finalized, meaning the base code for applying roots, slows, stuns etc... has been introduced.
In week 22, the main focus will be on the cosmetic implementation of the system. This means VFX/SFX and decals being applied whenever an attack is performed. This means enemies will have visual indications of the damage that is being dealt to them, on the appropriate part of their bodies.
I am setting the dummy test as a goal for the end of this week. Not reaching this stage shall be considered a failure.
Milestones
Implementation of :
- full "Effect Over Time" timer system and functions
- Full combat effect implementation (until the cosmetic aspect)
- full damage calculations based on new factors (damage resistences, inversions, armor differences, etc...)
Concerns
None at the current moment.
Media
No new media for this week.
Hilde S Vinn
Developer