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September 13, 2025

Dev-log #4 - Crafting System and QoL - 13/09/2025

Hi folks, Alex here!

It’s time for our weekly devlog: every Saturday at 12:00 CEST I bring you the latest from behind the scenes: updates, fixes, new features, and a few visual treats.

Crafting System - I've been working on a little crafting system, to start we want something simple so I went for a crafting the witcher-like. Our beloved blacksmith in the village can craft you health potions and arrows in exchange of materials. I gave materials to the other vendor so you don't need to wander around in this early phase, to test the crafting the only thing you need is money.

At the moment there are only 2 recipes available: Health Potion and Arrow, I'm planning to expand it in the near future with more recipes. This will be the crafting in the demo, there is a more "player centered" crafting system in the plans but I think that is something more complex that need time to see life. For now, I'm satisfied with with compromise.

Follower Quality of Life - I'm working on a specific quest for every follower that shows you where the follower is. I'm testing it now on Sylveth, so you won't lose your followers around. I thought to do it because, in the future, we plan a lot fo follower in this game and it's unrealistic that you have all of them follow you because that would mean A LOT of resources to consume for you PC, expecially in heavy crowded cities (that we will put in the game in the future).

Female specific movement - So far, I've limited myself to using fairly generic movesets for every NPC except for the Player Character, but just as I plan to expand the weapon movesets, I also intend to refine the humanoids' movement. I'm finalizing the female characters' movements, with a more specific blendspace. I still have some work to do because it's not as fluid as I'd like, but I'll get there. I'll also take this opportunity to review the goblins, who now move with their own specific movement pattern, but there's room for improvement, and a lot.

About the combat - For combat, I've started adding the ability to block with weapons, not just for the shield. It's still very clunky, but it works for a start, and I'm quite happy with it. As with the shield, there's no damage cancellation, just damage reduction, making combat more exciting.

Thanks for reading today and for keeping the project alive with your feedback and support.

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Comments (1)

H
Horseoffire1 · September 13, 2025

very exciting updates im excited to see the future :)