Garden of Elements - Development 0.3 (Monthly Post - July)


DEV NOTES - JULY 2024


Hello everyone, Ruby here again, this time I'm here to give you some previews about what's coming for version 0.3, this month has been a little slow in terms of updates since that's life, but I've been able to add some things within the game both in quality of life and in the combat itself, still There is a lot of work left for 0.3, as I want this version to even have a story fragment, so that when playing you have a goal to complete

Last month I talked to you about how I had changed the animations of the swords and how both the bows and staffs now have improvements and varieties, today I come to show you a little more of what has been cooking

Let's start with hand-to-hand combat

Unarmed

Some time ago, shortly before releasing version 0.1, some friends told me how they could hit if they didn't have a weapon. What they intuited was using both the pickaxe and the axes to hit, but before they only recorded the damage upon contact with what they are supposed to hit, wood or stones but not enemies, this created an obvious problem, if they do not have a weapon to fight, and other things do not work for it, then how can you fight with the enemies if there is no way to do it, well, I made some adjustments fast and I made tools do damage to enemies, but limited to 1 because they are supposed to be tools not combat weapons.

During the version 0.2 added durability and another problem surge, if your weapon breaks you can no longer fight, so you had to return to passive mode to use any of your tools, it is a obstacle too problematic, so with this being a combat update it was time to put in all the possible ways to hit enemies

So in version 0.3 you can fight enemies with bare fists, because being unarmed now lets you use your fists.

This addiction It made me add different statistics to the races, they will no longer have 0 base damage when starting, apart from that, the attack speed is also something that changes in them, some hit faster and others slower, some stronger and others less, this It's also a little help because weapon damage is added with character damage, so you can expect wonders from here

Greatswords

Well, last month I told you about the change to the sword animations, this month I made some adjustments and now they work better than before, but also I added a new class of sword, the greatswords, these have more oomph, a little further of damage, and a radial attack for large waves of enemies, the disadvantages of greatswords are that you cannot move while they do their animation and they consume more energy per hit

Long Bows

Well, the arches also received updates, this new class of bows are for forceful and precise hits, as they shoot arrows further fast than normal bows, they have a little more damage, but they need to be charged so that they can fire the arrow, also during charging you cannot move, and drawing the bow consumes energy while it is drawn

At the moment these are the most interesting changes because I can show you the new features that will be available for 0.3 this month, there is still a lot of work to be done, since the entire combat itself has a lot of features, some that I am considering adding and others that I will surely are in future versions, for now I will give you a list of the things I will be working on for this 0.3

  • New Weapons (Daggers, Magic Wands, Throwing Weapons)
  • Status Effects (There are already things like poisoning or bleeding, but these will be improved, so that it works together with weapons, you can expect interesting elemental weapons)
  • Overall balance (These are things under the hood, numbers and stuff)
  • Improved Elemental Powers (Plant abilities will receive upgrades and new abilities, and a new element will also be available, Earth)
  • New enemies throughout the world as well as improvements in the AI for better navigation (Quite necessary in places like caves)
  • And much more…

There is still a lot left for this version, but it will be full of many things, that's all for now, we'll see you next month with more updates!

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