Welcome to dev log 3! Lets dive straight into this.
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==INVENTORY SYSTEM==
"This inventory has been the bane of my existence since before MoA was a concept" -Aaron
Inventory systems are not easy to develop, and for some reason we always think it is. It always starts off with someone saying "Oh don't worry, this should be easy," and then 6 hours later with 8 code blueprints open, 3 failed design menus, and hitting our limit, we finally get one part of it created. Lucky for us, most of this was already figured out, so the issue came in with implementing our own personal systems in place.
We want items to automatically enter the correct equipment slot when double clicked, a menu to appear on hove with item data, durability bars, and a way to see if your class and/or level meet the requirements. Along with that we're figuring out a sorting feature that would let players sort by rarity, price, type, and more; however that will come later as we add more items.
re are a few pictures showing off the very primitive design we have. As we figure out how to lay stuff out, add more items, and optimize our item lists this will look better. Currently the only item slot that works is the weapon slot, which is why there isn't a durability bar in it. We only have weapons in the game for testing with AI and inventory.
==SKILL/SPELL MANAGEMENT==
We began work on the skills/spells management system. Currently there's very few spells and skills in the game, however they function and are only useable and viewable by class. If you're the wrong class but you still somehow learned a skill from another class, you won't be able to select the skill/spell or use it. There are currently 4 slots for your skills/spells which are bound to different key binds, listed 1 through 4.
Currently we're are able to repeat learn and even repeat spells in different slots, but that's for testing purposes and will be removed once skills/spells are being added.
==MOB DATA TABLE==
This doesn't have much to show off yet, however we began work on the mob data table. We completed the concept for the first level and started work on the mob AI, so the data table is needed to proceed. If you want to see what it looks like so far, feel free to comment below and we'll share a photo in our next dev log.
==CHARACTER STATS==
"This next section is one of my personal favorites" -Aaron
The character stats menu was completed and works all the way through to the stat buffs behind the scene.
Currently the menu to the left of this hasn't been created yet, but it's just a data overview menu for players to read about how their stat points affect their actual data. Players can add skill points to each stat, and remove the added points as they would like, then hit apply to complete it.
= OPTI />It's a typical options menu where you can adjust graphics, audio, and controls. Not much is special here besides the fact we're using the new UE5 controls button mapping system, where it's a bit more fluid to program and operate the controls mapping system.
==EXPERIENCE==
The experience system was a lot of fun to program. It works like any other experience system, you gain X amount of EXP and if it surpasses Y, then it subtracts Y from X to get your new experience value while increasing the next EXP required. To be fair, it's a pretty plain system as it's just like more RPG based games; but the way we figured it out and tested stuff made it fun, so we're hyped about it.
==SKILLS/SPELLS==
We've begun adding spells and skills that will be in the game. The data table was created for it and they're being added, designed, and tested as we go, but these spells/skills won't be completed until animations and models have been created for them.