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Progress Update 12 Summary - Combat overhaul Phase 2

Update 12 Summary Duration: 10/01/2025 - 15/04/2025 Total devlog updates: 15

New Features added:

  1. Ragdoll Animator 2 Physic system

With the added Ragdoll physic system, characters will now knock flying or fall on ground reacting to physic system. This makes the character not as static and allow for more future tweaks for different raction affects.


  1. Leg Animator Physic system

Leg Animator allow character leg movement to slightly move independant of animations. This create more dynamic movemetn effect such as making small subtle steps and terrain interation effects such as 1 leg step on a rock.


  1. Skills System

    Major work done are adding skill system including the ui for skill selections. Sword skill, shield/defence skill is added as well as a placeholder for future item use selection


  2. Sword skill

    Attacking and hitting with sword attack will generate skill charges.

    Using spcial sword command - Focus Charge - will allow character to generate skill charge while stationary.

    Combo skill are triggered via user selection. Depending on the accumulated skill charge points. Character will either unleash the full combo or part of the combo. Added 2 sets of sword skills combo: 1. Blade Fury Combo (Uppercut-> BladeSlash -> Blade Dance -> Blade Fury) - Full combo requires 3 skill charges

    - Uppercut will knock enemy up in air if unguarded, it will also break weak guard. (Can be countered) - Blade Slash will knock enemy down on their knee if successfully triggered. Sort of like a short stun effect. - Blade Dance will knock down enemy if sucessfully triggered. Sort of like a long stun effect.

    - Blade Fury will sent enemy flying if sucessfully triggered. 2. Piercing Fury Combo (Quick Thurst -> Rapid Thurst -> Piercing Fury)

    - Full combo requires 2 skill charges

    - Quick Thurst is a quick but low damage thurst, will do a small stun knock enemy on knee effect if successful. (Can be countered)

    - Rapid Thurst deal relatively more damage and have a longer stun knock on knee effect.

    - Piercing Fury will deal massive damage if connected as well as knock enemy flying. (Plan to add more cool effect and skill upgrade in the future such as wind burst penetration effect).


  3. Shield Skills

    Using special command will trigger guard/Shield defence Successfly defend against light attack will generate skill charges.

    Added 3 Shield skills:


    1. Brace and Hold - Brace and Hold will lock character into a defensive brace position for 6 seconds.

    - If enemy light attack during brace, it will trigger a dodge and counter attack.

    - Brace and hold will block most frontal attacks in expense of locked movement. (Might seems very powerful at the moment but in the future when group combat is implemented this will become much more important as being locked mean there are risk of teammates in danger.

    - Different hits duing blocking will trigger different animations, such being push back or shield break.

2. Shield Charge

- Will run toward target and then trigger a bash attack. - Depending on the distance dashed, further range will cause more damage and more knock backs effects. - Doesn't uses skill charges but uses a decent amount of stamina. (Might change in the future). - This was implement the earliest, still quite a bit of bug with this skill, need to fix later.


3. Taunt

- Taunt will cause enemy to target and aggro on the caster. - Can be use as many time but becareful on aggro on too much you can't handle!


  1. Added experimental blood effect/decal.

    Currently only on the ground after character fall. Spend a little time here couldn't get the result I want for the blodd splashes so will come back to this in the future.


  2. Implemented Life Shard System

    - The three little white box above the hp bar at the moment is the lifeShard System. - When character hp is reduced to 0. If Life Shard exist, 1 life shard will automatically consume to restore character's hp to full. - This act as extra 3 life bar for the charcters. - In the future, depend on the character stats or special ability earned, characters might have 0 to 3 or many more Life Shard. - Life Shard can be regen via special potion or rest at home or inn.


  3. Implemented Death Chance system - The little death % next to Life Shard system above the health bar is the death chance system. - Character can have anywhere between 0 to 100% death chance. - Life Shards will alway triggered before Death trigger. - When character hp is reduced to 0 and no more life shard to regenerate hp, depend on the death % there are chance for character to die (Permanently). - If character somehow advoid death as the chance didn't trigger, character will regain full health, however the death chance will increase for the next time character hp reduced to 0.

    - Only way to reduce Death chance is via well rested at a inn. - This should create ineresting gameplay effects in the future on player whether to decide to take risk and continue to expore deeper into a dungeon or to escape and back track to town and rest.


  4. Added New Enviornment - Combat Arena - This will form the bases for future guard camp/quater, where most of the village guard will stay for rest as well as training before going out on missions such as patrol around village or other special requests such as hunt for wanted criminals.


Devloper comments: Apologise on the video having loads of bugs. There still so many bugs that need to fix first but I am bit lazy don't want to spend too long on grabbing a perfect videa at this stage. Want to focus spending time on adding contents and fixing bugs instead. (99 little bugs in the code, take one down, patch it around 500 little bugs in the code~)

Took quite long to get this done. I think I got most of the feature I want for this combat overhaul done. There will be another phase of combat overhaul in the future as there are more cool feature I want to add such as air attacks, more special skills, kill moves, group combats including barriers created via multiple npc magic channeling.


But for now, I think its good enough, want to take a break from this combat work and move back into more npc dyamic and world building. What started all this is from the update 11 Hunter and hunted updated where npc fight again animal feel very weird and static as there was only basic attack. And the main problem was that the npc have no way to chase up to the animal (deer). So end up wanting to add a shield bash which ended up doing a full combat overhual.


Whats next beside from continue on fixing loads of bugs is that now I can go into the next phase which is Update 13 Hunter and Hunted Part2 Which will include animal (deer) combat update and hopefully finally finish the full iteration of hunter npc work logic loop. Talked alot this time. Real excited. Just wanna make game!


Stay tune =D








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