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Be a Warrior, Mage, Archer, or Priest and rise as Knightborn! Explore a hand-painted world, loot enemies, and adventure with friends. Reconnect with classic RPG magic!

Post news Report RSS Knightborn Weekly Report

This is the first weekly report and I feel excited to share the development progress of Knightborn with the community. Here are the highlights from this week.

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Screenshot 2024 01 21 at 01 28 3Originally released on steam:
Store.steampowered.com

  • Team list
    Players on the same team are displayed and can be selected as target units.

  • Gold and XP
    Killing any enemy unit will grant XP and gold rewards based on its definition. These values will be shared among the same team members in a 20-unit range.

  • Item drop from inventory
    Items can be dropped by using the pointer.

  • SFX feedback
    I added initial UI interaction SFX to give some input feedback.

  • Tooltips
    Currently, tooltips only display names and look a bit boring since they only display names, but they’ll improve in the next weeks. Skills, status info, items and equipment can be inspected by hovering the pointer.

  • New skill types
    This week, I implemented ally target skills like healing a team member. Another new implementation is status skills. A max HP buff skill with duration was tested with the priest class. The next test would be a slow movement or attack speed debuff. It’s not ready yet, but further implementation would be status effects with interval values (damage over time, heal over time).

  • New enemy actors
    I added some new enemy actors to the game, such as goblins, skeletons, and wolves. They have different behaviors and abilities, and they will pose a challenge to the players.

  • Bonus: Minimap implementation
    It was not on my list, but with some quick improvisation, I managed to add a second low-cost camera rig to render the map over the player unit top. This is a simple standard orthographic camera, but it displays extra information like enemies, team members, or NPCs for now.

  • Next week: Some level design
    I plan to work on some level design for the game, such as creating different environments, obstacles, and objectives. I want to make the game world more immersive and diverse.

Got feedback or ideas? I’d love to hear and discuss them, join and say hi
Discord.gg

cemuka

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