DevLog: V0.1.0 → V0.2.0


🧾 Relicborne DevLog: V0.1.0 → V0.2.0

Date Range: April 1 – April 30, 2025
Contributors: Kayman Colvin, Carlos Reid, Jacob Mosser

👤 Kayman Colvin – Level Design & Procedural Systems

Completed Work:

  • Procedural Dungeon Generation:

    • Developed a custom procedural map generation system using a modified "Space Colonization Algorithm" for right-angle corridors and branching paths.

    • Added environmental detail to the dungeon such as noise, textures, and a switch from static meshes to landscape for vertical variation.

    • Converted floors and walls to custom meshes and began integrating terrain-based structures.

  • NavMesh Optimization:

    • Addressed performance issues in large levels by using a Navigation Invoker system, which restricts pathfinding updates to a radius around the player.

  • Encounter Zones:

    • Implemented early versions of encounter triggers placed randomly along path nodes with a 30% spawn rate.

    • Introduced visual markers for encounter areas, with plans for future improvements to make them appear more natural.

  • Loading & Visibility Improvements:

    • Built a functional loading screen with an active progress bar synced to generation steps.

    • Implemented “Hiders” to occlude off-path areas from the minimap camera, enhancing visual clarity.

  • Hub World Integration:

    • Created a basic hub area to serve as the player’s central space between dungeon runs, including initial models and navigation setup.

    • Connected the hub world with dungeon entrances and integrated it into the game start flow.

👤 Carlos Reid – UI, Inventory, and In-Game Economy

Completed Work:

  • Minimap System:

    • Designed a live updating minimap using an orthographic scene capture, fixed visual clipping with procedural content.

    • Added icons for player and vendor using scene-visible planes.

    • Refined the minimap layout into a circular interface and added a dynamic compass that rotates based on player orientation.

  • Inventory System:

    • Built a full-feature inventory system with item stacking, dragging, splitting, using, and inspecting.

    • Supported player and interactable containers (like treasure chests) using a shared Inventory Component.

    • Added an inventory progress bar that reflects slot usage and highlights when full or open.

  • Loot Chests & Storage:

    • Implemented LootChest (random gold and item reward) and PlayerChest (safe item storage).

    • Random loot generation based on rarity tiers (Common to Legendary), with chests visually indicating highest contained rarity.

    • Created a basic animation and behavior system for chest opening/closing and despawning when emptied.

  • Vendor & Economy System:

    • Established a Currency Component and integrated it into the player and vendors.

    • Designed a Vendor UI with transaction logic for buying and selling, tracking gold exchange and item stack management.

    • Implemented sell confirmation prompts and inventory slot checks for both buyer and seller.

    • Made vendor inventories instance-specific, eliminating shared inventories across world instances.

    • Added item detail previews, visual rarity indicators, and basic animations to vendor characters.

👤 Jacob Mosser – Combat Systems, Capture, and Backend Architecture

Completed Work:

  • Combat Core Loop:

    • Designed and implemented turn-based combat with speed-based initiative, damage calculation, and status effects (Stun, Freeze, Sleep).

    • Built the full damage and status system using enums for attack types, struct-based skill definitions, and STAB bonuses.

    • Developed and stabilized win/loss conditions — battles end when either side’s party is fully depleted.

  • Combat UI Enhancements:

    • Created a modular BattleHUD with toggling views between skill selection, item usage, and relic deployment.

    • Implemented skill execution, hit/miss feedback, and condition application via battle dialogue boxes.

    • Added UI logic for relic usage and ensured it properly ends the player’s turn.

  • Item & Relic Integration:

    • Integrated item usage into battle, with proper turn-ending logic and dialogue display.

    • Created a dedicated struct and data table to manage which items can be used in combat and their effects.

  • Capture System:

    • Developed a capture formula inspired by the Pokémon Gen I algorithm, modified to account for relic type, enemy HP, and status.

    • Implemented naming UI and Shadow Catalogue updates after successful captures.

    • Updated capture logic to function in live combat with turn-based sequencing.

  • Shadow Catalogue & Persistence:

    • Created systems for tracking caught Shadows across runs and displaying them via an in-game catalogue.

    • Integrated new UI to name and confirm caught Shadows within the BattleHUD.

    • Linked the Shadow Catcher relic to the capture system and began catalog update hooks.

  • Technical & Backend Updates:

    • Migrated legacy data from scattered Blueprint variables to organized C++ structs and data tables.

    • Refactored team and Shadow management systems for consistency and extensibility.

    • Integrated the minimap camera directly into the BasePlayer character class.

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