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Legends of the Awakened
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Devlog
Legends of the Awakened (version 3.0)
March 10, 2022
by
SDJedi
Latest version includes quite a few improvements: *All new UI for saving and loading games. *New encounters, abilities, equipment, and more. *Added "Combat Test Environment" for development purposes,...
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Legends of the Awakened (version 2.0)
December 24, 2020
by
SDJedi
It's been far too long since I posted an update, but what can I say ... It's been a rough year, folks. Dev time has been limited, but I'm still here and still plugging away. The latest build has a who...
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Legends of the Awakened (version a1.5)
March 11, 2020
by
SDJedi
Lots of small but important changes in this latest version. Many thanks to someone I only know as Yee, who took the time to playtest and offer some great feedback. Most of the changes in this update a...
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Legends of the Awakened (version a1.4)
March 06, 2020
by
SDJedi
Some major improvements in the current build! Vastly Improved Combat Log - Prior to this update, the combat log only showed damage info. It now displays a ton more information, including spells cast,...
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Legends of the Awakened (version a1.3)
February 07, 2020
by
SDJedi
The last couple of weeks I have been in maintenance mode, poring over thousands of lines of code, looking for places to streamline things. I did sneak in a couple of minor new features along the way:...
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Legends of the Awakened (version a1.2)
January 27, 2020
by
SDJedi
Just some minor updates and the most current build for testing. Small bug fixes to some of the cinematics, new Main Menu screen, fast travel added to current build...
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Legends of the Awakened (version a1.1)
January 23, 2020
by
SDJedi
I've been busy doing a major code review / refactor, but I did manage to sneak in a new feature (not ready for testing yet, so the feature isn't in the current build). New Feature: FastTravel Allows f...
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Legends of the Awakened (version a1)
January 10, 2020
by
SDJedi
Wow, it's been a while since I posted an update! Over the last couple of months I've been hard at work trying to put together a playable demo. I wanted to have it done by the end of 2019, but didn't q...
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v6
October 26, 2019
by
SDJedi
New System: Character Progression The framework for what I hope is the last major game system is in place. Character Points are earned every x amount of experience points (for now, every 50 xp ne...
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v5.4
October 10, 2019
by
SDJedi
This week I began work on a vertical slice of the game. It's still rough, but It introduces the main story-line, includes a single quest and a (very simple) new cinematic sequence. May not sound like...
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v5.3
October 04, 2019
by
SDJedi
This week was all about improvement to existing systems. I made some adjustments to the Save System to deal with new versions of the software. I polished up the procs and damage shield systems so th...
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v5.2
September 26, 2019
by
SDJedi
What's new: "Procs" , Damage Shields, a new combat log, and the beginnings of a vertical slice... Procs: If you play these kinds of games, you're familiar with the concept. Procs are basically sp...
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v5.1
September 13, 2019
by
SDJedi
Good stuff this week! New PCs, color-coded inventory, new spells, and a "convo-cam" Filling out the roster : The end goal is to have a total of 9 PCs for the player to build their party with. I m...
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v5.0
September 06, 2019
by
SDJedi
The latest: A fully functional "Save System" is now in place; created a small area for stress-testing the quest system New System: Save System I'd never built a save system for a project like thi...
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v4.0
August 15, 2019
by
SDJedi
This week: First draft of a quest system, a new area to explore, and a new enemy type. New Area: Kitson Forest Added a new area to test out several existing systems. I wanted to see what a forest...
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v3.2
August 02, 2019
by
SDJedi
Some cool new stuff this week, including the ability to "level up", and a new PC. Read on for details. New Stat: Damage Bonus Damage Bonus is a powerful new character stat. It affects all attack...
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v3.1
July 25, 2019
by
SDJedi
I didn't post an update last week, but I was still hard at work adding content. The most recent version moves me closer to my goal of completing a vertical slice of the game! New System: Party Select...
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v3.0
July 11, 2019
by
SDJedi
Inventory System The game now has a fully functional item / inventory system and I’d say it’s about 85 – 90 percent complete. In the overworld, the player can equip weapons / armor and drin...
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v2.2.1
July 04, 2019
by
SDJedi
New System: Inventory Well,... Almost. :) I should say I began work on an inventory system. It's a big project with a lot of interlocking pieces. I had to figure out how items and equipment are g...
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v2.2
June 27, 2019
by
SDJedi
New System: Dialogue No RPG is complete without a way to chat with NPCs! This week I built a dialogue system that is fully integrated with my "interactable" and "data persistence" systems. The di...
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v2.1
June 21, 2019
by
SDJedi
New System: Interactables This week I implemented a system forin-game, interactable objects. When the player clicks on an interactable object, the PC moves to that interactable's designated loca...
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v2.0
June 14, 2019
by
SDJedi
Imp Placeholders... Replaced: The last of my placeholder models are gone. Fire Ghouls have taken their place! Death and Counter Attack: When I introduced counter-attacks last week, I found s...
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v1.6
June 06, 2019
by
SDJedi
New Enemy: The Happy Meal is dead, long live the Fire Dragon! New attacks and animations for our new friend. Try to take him down without using Death Touch! Counter Attack: I've started work...
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v1.5
May 30, 2019
by
SDJedi
This week was a little rough for finding time to work on this project, but I did manage to get some things done: The Rez: No RPG combat system is complete without a way to revive fallen allies. T...
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v1.4.1
May 20, 2019
by
SDJedi
#Update
Added a version of the game that can be played in the browser right from itch.io. Note: It can be a little laggy, and doesn't display correctly unless you take it to full-screen (1920 x 1080). I...
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v1.4
May 16, 2019
by
SDJedi
Well, I'm back from vacation and back at it! On a personal note, whenever I take time off I usually find it difficult to get back into my projects. My code looks foreign, I'm reminded of all the thing...
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v1.3
April 25, 2019
by
SDJedi
Summary Last week I rolled out version 1 of the buff/debuff system, which allowed me to create a variety of status effects for both players and enemies to use. However, the only stats that had an...
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v1.2
April 18, 2019
by
SDJedi
Buff / Debuff System : This week my focus was on creating the tools that allow me to create buffs and debuffs, i.e. spells that players or enemies can cast that temporarily effect character stat...
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v1.1
April 11, 2019
by
SDJedi
Plugging away! New this week: Updated PC models and animations Changes to special abilities ; abilities now cost resources (hp / mp/ tp) to use. Archer and Mage have default ranged attacks All charact...
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