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:
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Procedural Dungeon Generation:
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Developed a custom procedural map generation system using a modified "Space Colonization Algorithm" for right-angle corridors and branching paths.
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Added environmental detail to the dungeon such as noise, textures, and a switch from static meshes to landscape for vertical variation.
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Converted floors and walls to custom meshes and began integrating terrain-based structures.
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NavMesh Optimization:
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Addressed performance issues in large levels by using a Navigation Invoker system, which restricts pathfinding updates to a radius around the player.
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Encounter Zones:
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Implemented early versions of encounter triggers placed randomly along path nodes with a 30% spawn rate.
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Introduced visual markers for encounter areas, with plans for future improvements to make them appear more natural.
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Loading & Visibility Improvements:
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Built a functional loading screen with an active progress bar synced to generation steps.
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Implemented “Hiders” to occlude off-path areas from the minimap camera, enhancing visual clarity.
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Hub World Integration:
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Created a basic hub area to serve as the player’s central space between dungeon runs, including initial models and navigation setup.
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Connected the hub world with dungeon entrances and integrated it into the game start flow.
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👤 Carlos Reid – UI, Inventory, and In-Game Economy
Completed Work:
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Minimap System:
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Designed a live updating minimap using an orthographic scene capture, fixed visual clipping with procedural content.
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Added icons for player and vendor using scene-visible planes.
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Refined the minimap layout into a circular interface and added a dynamic compass that rotates based on player orientation.
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Inventory System:
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Built a full-feature inventory system with item stacking, dragging, splitting, using, and inspecting.
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Supported player and interactable containers (like treasure chests) using a shared Inventory Component.
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Added an inventory progress bar that reflects slot usage and highlights when full or open.
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Loot Chests & Storage:
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Implemented LootChest (random gold and item reward) and PlayerChest (safe item storage).
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Random loot generation based on rarity tiers (Common to Legendary), with chests visually indicating highest contained rarity.
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Created a basic animation and behavior system for chest opening/closing and despawning when emptied.
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Vendor & Economy System:
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Established a Currency Component and integrated it into the player and vendors.
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Designed a Vendor UI with transaction logic for buying and selling, tracking gold exchange and item stack management.
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Implemented sell confirmation prompts and inventory slot checks for both buyer and seller.
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Made vendor inventories instance-specific, eliminating shared inventories across world instances.
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Added item detail previews, visual rarity indicators, and basic animations to vendor characters.
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👤 Jacob Mosser – Combat Systems, Capture, and Backend Architecture
Completed Work:
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Combat Core Loop:
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Designed and implemented turn-based combat with speed-based initiative, damage calculation, and status effects (Stun, Freeze, Sleep).
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Built the full damage and status system using enums for attack types, struct-based skill definitions, and STAB bonuses.
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Developed and stabilized win/loss conditions — battles end when either side’s party is fully depleted.
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Combat UI Enhancements:
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Created a modular BattleHUD with toggling views between skill selection, item usage, and relic deployment.
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Implemented skill execution, hit/miss feedback, and condition application via battle dialogue boxes.
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Added UI logic for relic usage and ensured it properly ends the player’s turn.
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Item & Relic Integration:
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Integrated item usage into battle, with proper turn-ending logic and dialogue display.
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Created a dedicated struct and data table to manage which items can be used in combat and their effects.
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Capture System:
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Developed a capture formula inspired by the Pokémon Gen I algorithm, modified to account for relic type, enemy HP, and status.
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Implemented naming UI and Shadow Catalogue updates after successful captures.
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Updated capture logic to function in live combat with turn-based sequencing.
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Shadow Catalogue & Persistence:
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Created systems for tracking caught Shadows across runs and displaying them via an in-game catalogue.
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Integrated new UI to name and confirm caught Shadows within the BattleHUD.
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Linked the Shadow Catcher relic to the capture system and began catalog update hooks.
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Technical & Backend Updates:
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Migrated legacy data from scattered Blueprint variables to organized C++ structs and data tables.
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Refactored team and Shadow management systems for consistency and extensibility.
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Integrated the minimap camera directly into the BasePlayer character class.
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A Roguelike of Monsters, Relics, and Survival
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- Problems with Procedural Mesh77 days ago
- Widget Placement Problems: Anchor Confusion & UI Overlap77 days ago
- Problem with creating relics83 days ago
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- Problems with CombatLevel not being able to access the PauseMenu input.83 days ago
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