DevLog: V0.2.0 โ†’ V0.3.0


๐Ÿงพ 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

๐Ÿงฉ Kayman Colvin โ€“ Procedural Generation & World Systems

  • Encounter Effects & Transitions:

    • Created particle effects to visually signal encounter zones.

    • Used collision boxes to toggle these effects and optimize performance.

  • Level Flow:

    • Set up the player spawn in the hub world.

    • Added transitions from the hub to the ruins using entrance points and rare teleporters.

  • Return Portals:

    • Implemented randomly spawning return portals in ruins.

    • Used percentage-based spawn logic tied to wall placements.

    • Began visual improvements and minimap icon support.

  • Seeded Procedural Generation:

    • Overhauled procedural generation to use a seeded RNG (SRand), enabling repeatable or randomized runs.

    • Updated attractor generation, encounter spawning, and rotation logic.

  • Art Integration:

    • Refactored mesh instancing for collaboration with new environment artist.

    • Dynamic handling of floor and wall meshes based on arrays.

    • Adjusted tile spawning to load 50 at a time for performance.

  • Blueprint to Code Migration:

    • Migrated BP_Encounter logic to C++.

    • Began general migration of procedural and encounter systems into code.

    • Improved direction-checking logic for generation tiles.

๐Ÿ’Ž Carlos Reid โ€“ Aura System & Upgrade UI

  • Aura System Foundation:

    • Built the Aura System as a meta-progression currency.

    • Implemented 5 upgrade categories: Relic Capture, Survivability, Exploration, Combat, Attributes.

  • Upgrade Widgets:

    • Developed visual states for upgrades: Locked (black), Available (gold), Purchased (green).

    • Created a Bezier curve system to visually connect upgrade slots.

    • Added hold-to-purchase mechanic with visual progress feedback.

  • Exploration Upgrades:

    • Added upgrades for stamina, inventory capacity, vendor prices, loot quantity/quality, gold earnings.

    • Fully functional and persistent across runs.

  • Survival Upgrades:

    • Added party-wide Shadow health buffs.

    • Began integration with the battle system to track upgrades for new Shadows.

  • Attribute & Combat Upgrades:

    • Added permanent stat boosts (HP, Attack, Defense, etc.) for all Shadows.

    • Combat enhancements include relic capture chances, move buffs, XP boosts, and shadow storage increases.

  • Main Upgrade Menu:

    • Centralized access to all upgrade branches.

    • Swappable categories within pause menu.

    • Integrated aura point tracker and contextual info panel.

  • Consumable Effects:

    • Refactored speed potion logic.

    • Added inventory hotkey ('I') and screen vignette for visual feedback.

โš”๏ธ Jacob Mosser โ€“ Combat, XP, UI Systems

  • XP & Level-Up System:

    • Fully implemented XP gain, level-ups, and stat scaling in C++.

    • Added skill learning logic with a "learned skills" buffer if the Shadow knows 4 moves.

  • Battle System Migration:

    • Migrated BattleHUD to C++: skill selection, dialogue, inventory toggling, and UI button behaviors.

    • Integrated BattleProxy with new turn logic, speed/accuracy checks, and attacker/defender resolution.

  • Party Management:

    • Implemented party swapping during combat (costs a turn).

    • Working on out-of-combat management and persistent catalog.

  • Starter Selection UI:

    • Built animated, data-driven UI to choose a starting Shadow.

    • Utilizes live 2D captures of animated Shadows.

    • Integrated with developer settings for centralized defaults.

  • Combat Improvements:

    • Basic AI, attack flow, stat resets post-battle.

    • Added config-driven data tables via UDeveloperSettings.

    • Built centralized ShadowFunctionLibrary to handle Shadow spawning, stat rolls, and encounter generation.

๐Ÿ† Corey Bell Wright โ€“ Run Tracking & Achievements

  • RunDataSubsystem:

    • Migrated tracking from GameRunManager to a persistent subsystem tied to the GameInstance.

    • Tracks time, gold, Shadows defeated/captured, and cause of defeat across level loads.

  • Defeat Screen:

    • Built animated defeat screen with count-up effects and full stat breakdown.

    • Displays who defeated the player, time survived, Shadows used, and more.

  • Save & Load Systems:

    • Created debug-triggered save/load functionality for run and achievement data.

    • Implemented multiple save slots, planned integration with pause and main menus.

  • Achievements System:

    • JSON-based structure supporting ~60 tracked achievements.

    • Built scalable achievement screen with auto-populating grid.

    • Pop-up widget created for unlock notifications.

  • UI Improvements:

    • Began moving UI logic out of Player class into dedicated UI Manager.

    • Improved transitions between screens and post-run data presentation.

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