Reynard Devlog #9 – Inventory, HUD Update, Areas

In previous post, we’ve showcased the weapons and the runes… And now, after couple of weeks I’m able to show you the inventory which brings the ability
to swap those runes!

Slimes and Health bars

You can also see that we’ve replaced the Slime’s sprites… When these slimes get attacked and if they get hurt, they’ll display a health bar. The health bar’s color is dependent on the health type of the monster. The purple slime has “water” type health, which gives it a “blue” color. Because it’s health is water based it can’t get hurt by fire attacks… which also means that it can’t catch fire and spread it all over the place.

Additionally if we kill these slimes… they can drop loot… Ok… In the game you’ll probably never see a slime dropping 5 swords like in the video, but we wanted to show you the point 😀

HUD improvements

I’ve also replaced the HUD’s graphics. I think that it looks way better now than a classical black and white window. HUD now has the ability to show you if the weapon is on cooldown. You can see the cooldown in action in the video below.

The “stamina” bar’s color is now also changed to more greenish color – because we all know that blue usually stands for mana.

Inventory

The biggest thing in this devlog is inventory which is split on 3 parts:

  • Left part is for consumables, runes, usables etc…
  • Middle part is strictly reserved for the equipment and it’s rune slots
  • Right part is dedicated for the item’s descriptions, stats etc.

I can say that inventory is already functional but I’m sure that I will update it as soon as I’ll add more different items, such as consumables etc. Besides the inventory I’m planning on adding “Stats” tab, where player will be able to see all of the Reynard’s “important” stats… Such as on weapon swing damage etc.. I tried to add all this info in the item’s description but I wasn’t able to fit everything in such a small window… That’s the reason why I’m thinking of implementing “Stats” tab.

This time in video I’ve decided that I’ll rather talk… I don’t feel comfortable talking 😀 but it’s really easier to say things while playing the game than editing text pieces with video fragments. I think that I’ve also improved the video’s quality… The pixels look better now!

 

Reynard Inventory Concept 1

This was one of the first inventory concepts in the game.

Reynard Inventory Concept 2

Some more inventory experiments…

 

 

 

 

 

 

PS:

If you have any recommendations or opinions please express the in the comments down below!

Regards,

Filip

devlog health bars inventory reynard runes

Reynard Devlog #8 – Rune System

We have a working rune system!

Feature update

For couple of weeks I’ve been working on how different systems interact with each other. The reason I’ve spent so much time on this task is because I really wanted to make it as modular as possible. Modularity of the systems will significantly increase the speed of how fast we can create weapons, enemies, items and other stuff (even in other upcoming games).

One of the game’s core design is that Reynard can carry only 3 weapons at the same time. And these weapons have to be different by type such as:

  • Melee (swords, axes, hammers…).
  • Ranged (shurikens, arrows, boomerangs…).
  • Special (bombs, magic cloaks, summon rings…).

To keep things interesting and to increase the game’s replayability we’ve decided to add a rune system. For example: Weapons can have “Weapon runes”, armors can have “Armor runes” and so on. Primarily these past weeks I’ve focused on Weapon runes which can:

  • Deal different or random amount of damage.
  • Deal different types of damage (normal, blunt, electric, fire, holy, ice, pierce, poison…).
  • Add stamina penalty (if you have runes that are powerful, you’ll be draining Reynard’s stamina faster with each attack).
  • Have a chance of missing or knocking an enemy.
  • Have different effects (Damage over time, slow over time)… These effects can:
    • Be stackable (same effect applied multiple times to same enemy).
    • Be spreadable (fire, ice) etc.
    • Have different power and duration.

To make everything work as intended I also had to implemented weakness tables and so on. Did I mention that we’ve added BOOOOOMBS? Enough with the words here comes the video:

 

PS: I can’t wait to show you our next creations next week! Stay tuned!

Regards,

Filip

bombs devlog reynard rune system runes