DevLog: V0.2.0 โ V0.3.0
๐งพ Relicborne DevLog: V0.2.0 โ V0.3.0
Date Range: May 1 โ May 31, 2025
Contributors: Kayman Colvin, Carlos Reid, Jacob Mosser, Corey Bell Wright
๐งฉ Kayman Colvin โ Procedural Generation & World Systems
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Encounter Effects & Transitions:
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Created particle effects to visually signal encounter zones.
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Used collision boxes to toggle these effects and optimize performance.
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Level Flow:
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Set up the player spawn in the hub world.
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Added transitions from the hub to the ruins using entrance points and rare teleporters.
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Return Portals:
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Implemented randomly spawning return portals in ruins.
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Used percentage-based spawn logic tied to wall placements.
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Began visual improvements and minimap icon support.
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Seeded Procedural Generation:
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Overhauled procedural generation to use a seeded RNG (SRand), enabling repeatable or randomized runs.
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Updated attractor generation, encounter spawning, and rotation logic.
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Art Integration:
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Refactored mesh instancing for collaboration with new environment artist.
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Dynamic handling of floor and wall meshes based on arrays.
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Adjusted tile spawning to load 50 at a time for performance.
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Blueprint to Code Migration:
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Migrated
BP_Encounter
logic to C++. -
Began general migration of procedural and encounter systems into code.
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Improved direction-checking logic for generation tiles.
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๐ Carlos Reid โ Aura System & Upgrade UI
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Aura System Foundation:
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Built the Aura System as a meta-progression currency.
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Implemented 5 upgrade categories: Relic Capture, Survivability, Exploration, Combat, Attributes.
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Upgrade Widgets:
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Developed visual states for upgrades: Locked (black), Available (gold), Purchased (green).
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Created a Bezier curve system to visually connect upgrade slots.
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Added hold-to-purchase mechanic with visual progress feedback.
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Exploration Upgrades:
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Added upgrades for stamina, inventory capacity, vendor prices, loot quantity/quality, gold earnings.
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Fully functional and persistent across runs.
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Survival Upgrades:
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Added party-wide Shadow health buffs.
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Began integration with the battle system to track upgrades for new Shadows.
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Attribute & Combat Upgrades:
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Added permanent stat boosts (HP, Attack, Defense, etc.) for all Shadows.
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Combat enhancements include relic capture chances, move buffs, XP boosts, and shadow storage increases.
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Main Upgrade Menu:
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Centralized access to all upgrade branches.
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Swappable categories within pause menu.
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Integrated aura point tracker and contextual info panel.
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Consumable Effects:
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Refactored speed potion logic.
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Added inventory hotkey ('I') and screen vignette for visual feedback.
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โ๏ธ Jacob Mosser โ Combat, XP, UI Systems
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XP & Level-Up System:
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Fully implemented XP gain, level-ups, and stat scaling in C++.
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Added skill learning logic with a "learned skills" buffer if the Shadow knows 4 moves.
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Battle System Migration:
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Migrated BattleHUD to C++: skill selection, dialogue, inventory toggling, and UI button behaviors.
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Integrated BattleProxy with new turn logic, speed/accuracy checks, and attacker/defender resolution.
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Party Management:
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Implemented party swapping during combat (costs a turn).
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Working on out-of-combat management and persistent catalog.
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Starter Selection UI:
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Built animated, data-driven UI to choose a starting Shadow.
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Utilizes live 2D captures of animated Shadows.
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Integrated with developer settings for centralized defaults.
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Combat Improvements:
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Basic AI, attack flow, stat resets post-battle.
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Added config-driven data tables via
UDeveloperSettings
. -
Built centralized
ShadowFunctionLibrary
to handle Shadow spawning, stat rolls, and encounter generation.
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๐ Corey Bell Wright โ Run Tracking & Achievements
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RunDataSubsystem:
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Migrated tracking from GameRunManager to a persistent subsystem tied to the GameInstance.
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Tracks time, gold, Shadows defeated/captured, and cause of defeat across level loads.
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Defeat Screen:
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Built animated defeat screen with count-up effects and full stat breakdown.
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Displays who defeated the player, time survived, Shadows used, and more.
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Save & Load Systems:
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Created debug-triggered save/load functionality for run and achievement data.
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Implemented multiple save slots, planned integration with pause and main menus.
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Achievements System:
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JSON-based structure supporting ~60 tracked achievements.
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Built scalable achievement screen with auto-populating grid.
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Pop-up widget created for unlock notifications.
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UI Improvements:
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Began moving UI logic out of Player class into dedicated UI Manager.
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Improved transitions between screens and post-run data presentation.
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Relicborne
A Roguelike of Monsters, Relics, and Survival
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