LILITH Devlog #3


Heyo, once again welcome back to the final DevLog on Lilith. I'm Kevin, solo developer of the game. This game is a 2.5D arena hack and slash developed for a course assignment. The brief on this project was to develop a game and as every following week a new iteration of the build will be updated, playtested by players, and with the feedback it received, a new version will be made for the following week.

With this Devlog comes an end to my semester and the final built of the game. So let's talk about it.

Recap :

For the last Devlog, I shared mainly about the struggles in making a game like this, with learning to build basic AIs, finding the target location  for a 2D game built in a 3D world cause radios doesn't work quite well, it was a month long struggle and I'm super glad that was in the past. Which led to this week, where I focused mainly on polishing and also stepping my toes into more complicated enemy AIs.


White and Shiny!

From the final few playtest of the game, it was mentioned that the RNG upgrades felt lackluster. And it is rough to make a super interesting upgrade system when it only directly affects the player stats. So I took in the the general given feedback on how the upgrades felt for each player and made changes towards it. An example is how initially Potions does not scale with the HP upgrade system, but now they do! There's more minor changes but that's for you to explore 😎


Trying out more advanced AI!

Elite mobs are here woohoo. And let me introduce you to the Shielders. Personally I wouldn't say they're the most advance enemy AI you've seen, but I find it interesting where it is the first enemy to react to the types of player attack.

See the difference?

Many of the similar AI mechanics from the previous mobs were reused. But while making the new mobs, there is prop a x2 increase of bool checks, I think what makes it tedious is to go through every type of attack making sure it gives a different result for both the enemy and player.



And moving on, comes Boss type characters. From playtesting, I've noticed players running in circles stalling time until the time reaches 6AM for an easy win. Thought you can call it a strategy, it is technically not something I would want the players to do, and so I created a final boss character that spawns at 6AM! Say hello to the Necromancer.




Now this mob spawns with alot of HP, so you will need definitely require some upgrades to fight him! And fear not my fellow stallers, as his name implies, he spawns enemies! So don't worry about not being levelled enough, the Necromancer brings the gym workout to you! Eventually the player will be strong enough to defeat him, its just a matter of time to see if the player dies first :p

Wrapping Up 🎁

It's has been a heck of a 3 months. And overall, I did came out with more understand towards Unreal. My goal for this assignment was to always  push my limits to learn blueprint scripting in Unreal because I suck at reading code. And takeaway along with my month long boot camp digging into AIs and data array, I say I'm satisfied from where I am right now.

Looking back, I am super thankful to everyone who've helped, encouraged, and especially playtested and gave feedback on Lilith. Sometimes when you're headstuck in designing and making the game functional, it is those who can give you the insight from a player's pov who will make your life easier (alot easier in my case). With most feedbacks comes an easier time planning the content and progression of the game so I'm am very grateful.

And that brings an end to my development on Lilith. I'm sure there's many more to explore, add and fix. And maybe I will come back to the game one day to make changes, personally I really did enjoy making this game. But for now, I'm calling it quits cause I need a break. So please check out the final iteration of the game and hope you enjoy it Lilith.

Files

Lilith Ver 3.0.zip 427 MB
21 days ago

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