
#gamedev, musician, borderline insomniac. Working on Deadwind: An Open World CRPG Roguelike https://nitter.gq/t.co/Q3XhNnOejO Tech QA @larianstudios
Québec, Canada
Joined June 2011
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Absolutely honored to host #TurnBasedThursday this week.
Calling all #GameDev and #IndieDev. Let's see some #turnbased games!
Players, Like❤️, Repost📷, and Wishlist games you're interested in!
Replying to @roguetemple
Hey @roguetemple thanks for hosting #TurnBasedThursday !
Been implementing a simple crafting system and reworking combat this week.
I think that's pretty much it! I'll leave you with this sweet new water shader.
Update this weekend or shortly after. Just wrapping up some final things.
As you also may have noticed, the dialogue UI has seen a pretty nice change. The camera centers on the conversation and the black background has been removed.
There's also been some changes to the inventory item UI. For the sake of clarity, damage is pre-calculated with the bonus damage from the attribute scaling shown.
Damage types and resistances are also displayed here.
Injuries are healed passively based on what percent health you have. When an injury is healed, it is displayed on the HUD.
If a body part that is not covered by armor that resists the damage type taken, An injury may occur, and will be displayed on the HUD.
There's a higher chance to receive an injury the lower your health percentage is
Other new damage types are Fire, Frost, and Shock damage.
Fire causes burns which can disfigure foes and weaken them. It also does additional damage when applied.
Frost causes chills, halving movement speed
Shock causes tremors which have a chance to inhibit movement every turn
