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Relicbourne
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Devlog
DevLog - Prototype V0.0.3 Release
March 28, 2025
by
FarForgottenProductions
🛠️ Devlog – Prototype V0.0.3 Release Hey everyone! We're excited to drop Prototype V0.0.3 of Relicborne —a big milestone that reflects both growth and growing pains. This update brings more s...
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DevLog: Turn-Based Combat and the Struggles With Scope
March 28, 2025
by
JacobMosser
Part 1: The Problem This week, I focused on laying the groundwork for Relicborne ’s turn-based combat — specifically, setting up the stat system for Shadows (our collectible monsters). What seemed...
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Problem with Creating relics(Part 2)
March 28, 2025
by
fralopor
Blog Entry Part 1: The Problem This week, I focused on building the foundation for the Relics system in our game. As of now, we have two fully functional relics: one that increases a specific stat on...
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Problems with Procedural Mesh
March 28, 2025
by
LatentQuirks
Procedural Meshes are very confusing in unreal. Building them in specific floor patterns is extremely complicated without incurring a lot of very complex math and array indexing. I spent too much time...
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Widget Placement Problems: Anchor Confusion & UI Overlap
March 28, 2025
by
creid42091
Author: Carlos Reid Posted on: 03/27/2025 Problems: When I opened up our project today, I noticed new buttons and a different style layout for the Pause Menu. Starting off the Pause Menu and the Accep...
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Problem with creating relics
March 22, 2025
by
fralopor
Blog Entry Part 1: The Problem The process for creating relics has proven to be more complex than initially expected. We plan to implement a wide variety of relics with different functionalities, but...
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Tackling Procedural Mesh Generation
March 22, 2025
by
LatentQuirks
The first part of the Procedural Map Generation has been figured out, path drawing! Currently the generator is set up to draw out a path starting from a root or root nodes, and branches out to connect...
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Problems with CombatLevel not being able to access the PauseMenu input.
March 22, 2025
by
creid42091
Author: Carlos Reid Posted on: 03/21/2025 Problem: While testing our combat level. I noticed that pressing P to open the pause menu wasn’t doing anything. The same pause system worked fine in every...
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DevLog: Active Unit Switching and Dynamic Camera Sync
March 22, 2025
by
JacobMosser
Part 1: The Problem During development of Relicbourne's turn-based combat system, I ran into an issue involving the dynamic camera and combat UI when switching between active monsters. Each time the t...
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Problems with Player Momentum
March 16, 2025
by
creid42091
Author: Carlos Reid Posted on: 03/14/2025 The Problem: During this week's development on Relicbourne, I encountered a movement issue where the player's movement speed gradually slowed down when rotati...
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Problems with Procedural Generation of a robust world - Kayman Colvin
March 16, 2025
by
LatentQuirks
The Problem: The game is based around the procedural generation of a robust and varied world. While the details of the final look are being rounded out, the initial problems with creating a unique and...
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Problem with Shadow AI
March 14, 2025
by
fralopor
Part 1: The Problem In our game, shadows play a crucial role in combat mechanics, making a robust AI system essential for an engaging player experience. This week, I focused on designing the foundatio...
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DevLog: Optimizing Source Control and Unreal Project Settings for Relicborne - Jacob Mosser
March 14, 2025
by
JacobMosser
The Problem This week, one of my primary tasks was setting up source control in Perforce and ensuring that our Unreal Engine project was optimized by disabling unused plug-ins. A major challenge was e...
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Development Started
March 12, 2025
by
FarForgottenProductions
Welcome to Relicborne , an isometric roguelike where players harness the power of ancient relics to command monsters in turn-based battles. Set in a mysterious world built upon the ruins of a forgotte...
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