We are going to issue short devlogs, devoted to current developments.
The latest and the main ones are combat system and hunger mechanic.
The gameplay of our combat system has been quite easy for a long time and looked precisely like a kind of Pixel Dungeon or some mobile roguelike. The hit could get only three results – “on target”, fatal hit and miss. This minimum did not contribute into the depth of the gameplay obviously. We improved it partly by widening attribute system, thus the combat is more interesting and unpredictable now.
Each hit now can lead to several results: attacks are parried and counterattacks answer them, swing can be failure and damage much less than it supposed to be.
Moreover, we realized an ability to commit fatal failures and misses. Fatal failure means that your hit doesn't just damage less than it supposed but also damages the weapon.
If the character warmed with battle misses an enemy he accidentally may hit his own leg instead, for instance and commit fatal miss
Probability of all these results depends on many variables that can be changed dynamically in correspondence with the character's development, his outfit and enemies’ qualities.
Hunger at the first blush is not so important addition which influences gameplay dramatically.
Character gathers hunger conducting different actions.
And the significant point is whether these actions are exhaustible or not.
The character starts feeling hunger in a fight or shifting through remains much faster than while regular movements.
The hunger has three degrees. They affect the character differently and can lead to the character's death if he doesn't manage to find any food from his last bit of strength. So, if the character is really precious to you, never forget to control the amount of provision - it must be in your stock constantly.
Variety of food is also worth writing about, because there is plenty of it and each variant copes with hunger differently. Apart from it, food getting stale, so it's use can lead to intoxication and poisoning.
In the near future we are going to add some more interesting mechanics, and we will tell you about it certainly as soon as it finished. So follow the news!