Dev Log: Weapon Mastery System, Echo Strikes, and UI Evolution
Game development is a journey full of challenges, innovations, and those unforgettable "lightbulb moments" โ sometimes quite literally! ๐งโจ In this combined dev log, I'm diving into the technical architecture behind my dynamic Weapon Mastery system, the quirks faced implementing the ghostly "Echo Strikes," and the polished UI that ties it all together. Let's break it down! ๐ฎ
Weapon Mastery System: Revolutionizing Progression โ๏ธ
Core Architecture ๐ ๏ธ
The Weapon Mastery System is built on three foundational components:
- Mastery Manager: A centralized system responsible for tracking progression and ensuring persistent data across sessions.
- Weapon Controllers: Individual systems embedded within each weapon, monitoring its combat performance and handling specific logic.
- Kill Tracking Component: A specialized intermediary bridging combat events with mastery progression, ensuring every enemy defeat contributes accurately.
How It Works ๐ง
Under the hood, the system performs complex tracking and calculations to make the mastery experience seamless for players:
- Each weapon registers kills through its controller, which feeds this data into the centralized Mastery Manager.
- The Mastery Manager calculates progression for each weapon type independently, allowing for unique mastery paths and requirements.
- Progression data is persistently saved, ensuring no progress is lost between sessions.
Progression Mechanics ๐
Distinct progression paths are implemented for each weapon to reflect their unique playstyles and complexities:
- Sword: Quick progression; for instance, 100 kills might suffice to reach Apprentice level.
- Anvil: Unlocks at advanced mastery, increasing the anvil count by +1. This upgrade enhances strategic gameplay, adding depth to weapon customization.
Each mastery level unlocks corresponding gameplay perks, and the progression system is flexible enough to accommodate new weapons with custom requirements effortlessly.
Upgrade Management ๐ก๏ธ
The mastery system integrates directly with the game's upgrade mechanics:
- Dynamic Filtering: Available upgrades are filtered based on the player's mastery level, ensuring only relevant upgrades appear.
- Proof of Concept: Currently, the sword features two abilities tied to mastery levels: life-steal and Echo Hit.
This approach lays the groundwork for scaling the system to support advanced upgrades and abilities as the game evolves.
Technical Challenges and Solutions ๐
One of the toughest hurdles was creating a system capable of handling:
- Variable progression rates for each weapon.
- Weapon-specific mastery requirements.
- Seamless balance across different weapon types.
The solution was a modular configuration system allowing weapon-specific progression paths, ensuring both flexibility and balance. Additionally, optimization techniques were employed to keep performance smooth during high-intensity combat.
Echo Strikes: A Ghostly Quirk Resolved ๐ป
The Challenge โ
Introducing Echo Strikes โ a mastery-based sword upgrade creating a ghostly follow-up hit โ uncovered an amusing visual bug. Enemies hit by both the main and echo strikes began glowing indefinitely, turning the battlefield into white ghost.๐ป
Debugging and Solution ๐
After extensive debugging, the issue was traced to the hit flash system. The sequence of events looked like this:
- Main strike lands, triggering a white flash effect (intended behavior).
- Echo strike follows, triggering the same flash effect.
- The flash effect fails to reset properly, leaving the enemy permanently glowing.
To fix this, I:
- Introduced unique identifiers to differentiate main and echo strikes.
- Redesigned the visual effect manager to handle overlapping hits in quick succession.
- Added a failsafe to ensure enemies always return to their default state post-hit.
This overhaul not only resolved the "lightbulb bug" but also polished the ghostly visuals, enhancing the overall gameplay experience. โจ
Lessons Learned ๐
- Timing and orchestration are critical for visual feedback systems.
- Overlapping effects require meticulous management.
- Establishing a clear "return to normal" state is essential for robust design.
The Mastery UI: Progress Made Personal ๐
Design Goals ๐ฏ
I aimed to create a mastery menu that is both informative and clean, encouraging players to keep an eye on the mastery system. Key features include:
- Mastery Levels: Clear progression tiers from Test to Master.
- Kill Progress: A progress bar and kill count toward the next level.
- Weapon Icons: Unique symbols for each weapon, with fallback options for clarity.
Technical Details ๐พ
The UI integrates seamlessly with the Mastery System, dynamically updating to reflect real-time progress. Data persistence ensures playersโ hard-earned mastery progress is never lost. Furthermore, a weighted progression system allows for flexible contributions from different enemy types, though this feature is uniform for now.
Future Enhancements ๐ง
The current UI is just the foundation. Planned updates include:
- Weapon-specific challenges to spice up progression.
- Mastery-based cosmetic rewards to showcase achievements.
- Visual effects and questlines tied directly to mastery progression.
Whatโs Next? ๐ฎ
From the robust Weapon Mastery System to the polished Echo Strikes and intuitive UI, this update sets the stage for deeper progression mechanics and enhanced combat depth. Next, Iโll focus on expanding mastery-specific abilities and introducing challenges that push players.
As always, stay tuned for more updates! โ๏ธ
Files
Get Knightmare
Knightmare
Vampire Survivor derivate, which I hope will be atleast half the fun of the original game
More posts
- Patch Notes - New Content & Balance Update80 days ago
- Dev Log: Refining Loot Drops and Enemy Visual Feedback84 days ago
- Dev Log: The Journey to a Scythe System84 days ago
- Iron Skin, Weapon HUD, and Player Damage Fixes ๐ก๏ธโ๏ธ๐ฅ91 days ago
- Dev Log: Combat Evolution and Upgrade Rebalancing ๐ฎโ๏ธ97 days ago
- Dev Log: Sword Ability 2.0 - From Frustration to Satisfaction ๐ก๏ธDec 20, 2024
- Dev Log: The Case of Disappearing Gold Bars & Save File Shenanigans ๐Dec 20, 2024
- Dev Log: Elite Visual System Evolution & Currency OverhaulDec 18, 2024
- Dev Log: The Case of the Mischievous Upgrade System ๐ต๏ธโโ๏ธDec 11, 2024
Leave a comment
Log in with itch.io to leave a comment.