Hi there! I just wanted to post an update on what I've been working on for the past weeks and some ideas I had regarding combat and other things.
- UI: A lot of small improvements and additions, e.g. windows are now placed next to each other automatically, you can filter crafting recipes for materials available/increases skill level/not learned, a new inventory window including character equipment slots and multiple bags.
- Some quests now award items.
- Tutorial quests, currently only one where you have to choose a weapon, but more will be added, e.g. beam down to the planet, gather some ores to get a flashlight for cave exploration/night, etc.
- Some improvements to the ambient lighting, including support for multiple light colors for light sources like torches or lava.
- I finally decided on whether to support one-handed weapons: You will be able to use them, but the weapon in your main hand will determine your main specialization. You will be able to use a sword with something like a healing orb to deal damage and heal your allies simultaneously, or a fire staff with a sword to... well... you could use that in melee combat, but that wouldn't make much sense. The other way around though, you could empower your sword with electricity when carrying a nature staff in your offhand.
- The loading screen looks better: The universe is now rendered as a background animation instead of just a black screen.
- A lot of optimizations have been done to improve performance etc.
- Weapon levels: Weapons will level with you character. Whenever your character gets experience, you will get the same amount on your weapon type, but it only needs 10% of your character's experience for a level. The weapon level determines the talents and abilities available on the weapon type and can't be higher than your character's level.
- Animations: I'm still waiting for my graphics designer (who only works in his free time on this) to create at least one animation. Unfortunately, he has more experience in creating textures and marketing, but I'm already looking for a more experienced animator since I don't have the time to learn animating.
Unfortunately, all of this is not finished enough to be released as a new update, not even on the test branch - I'd need support for abilities based on the current weapon type, but as soon as that is implemented, there will be a new patch on the public test branch.
