THE WEEKLY HYPELETTER - 23/06/2023

We take a look into the revamped Ability System.

TL;DR

This week’s newsletter is going to be somewhat packed with information, so hang tight. We have successfully completed the revamp of our Ability System, and in the following sections, we’ll delve into some intricacies of this revamped system. Significant progress has been made in the design of the boss fight and arena, and that is nearing completion. Our focus in the upcoming weeks will be on the creation of the new Combat System, a crucial system that plays a role in the player’s experience. We understand the importance of ensuring a polished and immersive experience, and thus, we’re devoting some time to its implementation.

Project Eris Highlights

Revamping the Ability System

We have finished revamping the Ability System, and I’d like to provide you with some details on how this system works. It brings four essential components that can be used provide gameplay variety. These components are: Gameplay Ability (GA), Gameplay Effect (GE), Gameplay Tag (GT), and Gameplay Cue (GC). Together, they form the groundwork for a dynamic gameplay experience.

Gameplay Abilities

GA’s are the core elements of this system, composed of one or more GE’s. These GE’s allow for the application of multiple stat modifiers and GT’s to objects within the game world, enabling a wide range of interactive possibilities such as status effects.

In this revamp, a GA can represent much more than conventional abilities. It can encompass various actions, including non-combat interactions like opening chests or triggering environmental events. This flexibility allows for a richer and more immersive gameplay experience.

Gameplay Effects

GE’s play a vital role within this system too, as they are responsible for applying stat modifiers and GT’s to objects. These GE’s shape the behaviour of a GA and are applied to entities within the game world. These entities are then under the influence of a GE depending on its stat modifiers and GT’s. E.g. a GE is applied to a combatant which causes them to lose health every second (like a poison status effect).

Gameplay Tags

GT’s serve as descriptive labels that define the state of an object when GA’s/GE’s are applied. For example, a GE applied to your character could grant an ‘immune‘ GT, rendering your character immune to receiving damage.

Gameplay Cues

We’ve also implemented GC’s. These cues deliver audio-visual feedback for GE’s, ensuring that players are intuitively aware that objects are under the influence of a GE. If we build from our previous example: a corresponding GC, such as a visual aura effect, could signify your character’s immunity to damage.

These details are just a glimpse of what this revamped Ability System can achieve. Its potential extends far beyond these examples. Not only will they be used to define your abilities but they can be used for weapon perks (which we are exploring right now). This brings a wealth of exciting possibilities and ensures a diverse gameplay experience for players.

Designing the Boss Fight and Arena

We’re in the final stages of designing the boss fight itself, and it is almost done. As mentioned in our previous newsletter, our aim is to create an experience that leaves players in awe. With meticulous attention to detail and careful balancing, we’re ensuring that the boss fight delivers an epic and memorable encounter. Each aspect, from the boss’s mechanics to the arena’s layout, is being fine-tuned to perfection.

Creating the Combat System

During the past week, we’ve begun implementing the new Combat System, a significant addition that will enable players to wield weapons during combat. Our goal is to empower players to build their own unique playstyle, encouraging exploration with combat. Given its integral role in shaping the player experience, we’ve allocated additional time next week to ensure the proper implementation and testing of this system.

“This is Hyper, signing out.”

Hyper