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Masters of Anghoul (MoA) is a dungeon-crawling adventure game featuring many levels, classes, races, weapons, spells, and more to experiment with! Masters will teach you new spells and skills, as you traverse new dungeons in search of hidden masters and unique valuable loot.

Post news Report RSS Mob Development and Asset Creation

Devlog 4 and 5: Production placeholder models, world developments, basic mob AI creation, and item creation.

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The first thing we'll show is a couple of the new item icons we've made for the inventory system. These icons will be what you see in any menus managing items. There aren't all the items we've made art for so far, but they're the only ones we believe to be relevant to the players right now.

battoothearringicon640.png

Bat Fang Earring - +1~3 Str - Drops from: {REDACTED}

batwingbraceleticon640.png

Bat Wing Bracelet - +1~3 End - Drops from: {REDACTED}

goblinwoodenringicon640.png

Wooden Ring - +1~3 Dex - Drops from: {REDACTED}

rockgolemnecklaceicon640.png

Stone Necklace - +1~3 Vit - Drops from: {REDACTED}

slimeearringicon640.png

Slime Earring - +1~3 Mana - Drops from: {REDACTED}

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Next up is the actual use of the items. We've programmed in the ability to equip the items, replace them, and remove them at will. The stats that they affect also adjust accordingly. Some items will increase your vitality, some will increase mana, and so on.

We've also done a couple quality of life stuff to make it easier to operate the game. Before you have to double right click an item to use it. Now you can just shift click the item and it will automatically be used. You can also right click an item ones and it will open a menu of options for the item. This is where you can give players items, discard it (delete it), and use it.

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We built a couple different moc builds for the first level of the game and an overworld. We wanted to test out the design of some of our models for every one to see.

mocsmallcave.pngmoabackground2.pngforestcavemoc1.pngforestcavemoc3.pngforestcavemoc2.png

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==TEST AI MODEL==

We made a test model, rig, and animations for programming the AI so it doesn't wait on final product models to get completed.

testbones5.png

==TEST SWORD MODELS==

For the testing of melee combat we modeled a couple swords in some different styles. We're not sure if these will be revised for the actual game, but we have their designs!

baseswordwoodtexture.pngshortsword1.png

==TEST STAFF MODEL==

For the testing of the spells and mage combat of the game we made a wooden staff. Here's a look at it.

staff.png

==TEST BOW/ARROW MODEL==

We made a bow model with an animation for drawing it back and releasing. Temporarily it's one animation, but we'll be able to break that apart later for player use. Currently the AI doesn't need to hold it back for longer than we set.

oakbow1.jpgbasicarrow.jpg

= COMBAT ANIMATI />We've created some basic mob attack animations for testing out the combat system. In the gifs below are the in-game demonstrations of them. They're rough and basic, but get the job done.

==BASIC ENEMY AI==

Here is the melee combat animation. The enemies do a set damage with an increased range. This mob does 3 damage per hit, but thanks to the massive luck of RNG, he hit the player for 5 damage each time. This will range for each mob and be an editable value on the backend to adjust on the fly.

betameleecombat3.gif

We've also implemented a secondary attack. For the melee mob specifically this is a heavy swing attack, however this could be healing spells, status spells, or anything that players could have.

betaheavyswing.gif

Soon we'll be adding a stamina system for the AI so they can't mass attack constantly, and we'll be adding a retreat system. Once the other AI is implemented then we'll move on to advancing the mobs to be more tactical.

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