EC Demo Final Update 11-29-22


My schedule got mixed up a lot in the latter half of this month, but I am now back on track. This next build was a bit more of a hurdle than expected, but the end result will be a huge leap forward and implement a majority of the core systems necessary to build the rest of the game. The subsequent revision builds will add much of whats left while responding to feedback. That said, what follows is a definitive list of everything that will be included in the Enhanced Combat Demo build, coming soon!

In the Next Major Build: Enhanced Combat Demo

- Four new enemies + proper implementation of the existing enemy. 

-Four new spells to cast and the SHIFT system:

      -The SHIFT system lets you swap between different sets of spells in the middle of combat.

      -Passives are equipped to each set which will trigger upon shifting.

     -The revision builds that follow will implement menus to customize all of this yourself, as well as an additional function,

-Prototype Player HUD and Enemy Overhead HUD

-2 New Rooms in the Combat Demo Space.

-Wave Spawning System to better represent combat in-game.

-2 New Animations for the Interactive Scene.

-Short Animated Intro for the Interactive Scene.

-Visual refinements and enhancements across the board.

-Physics and Collision Improvements.


In the Revision Builds that follow:

-Character Menu + Customization

-Platforming Demo Room

-Additional Placeholder sound effects and visual effects to better provide feedback in combat.

-Prototype Gallery


Expect to see the build in Early-Mid December. Thank you to everyone following the project and special thanks to those who've supported with donations! I've been very surprised by the generosity considering this is just a very early dev build, it's been a big help!

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Comments

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the shift system sounds neat swaping between spell sets and spells with passive effects although reading that makes me wonder if foes will muck with them mid battle using this system just spiballing here but making the passives into negative effects perhaps altering the spell itself to be negative like instead of fireball it does something comicly useless or varying degrees of harmful could be a neat effect for some types of foes wish i could play stuck on mobile for a bit

We seem to be on the same wavelength here haha, there's going to be some heavier spell augmentation than just the passives even, especially when enemy status does come in to play~

And no worries, this is just the announcement for what will come in the build this month, it's not released just yet! I'm still working on enemy art assets right now, then I'll be deep into the programming work before it sees a release.