Miscellaneous Changes

Intro

The past few days we have been focusing on fixing tech debt (moving from loading from the Unity Resources folder, to using the Addressables system in Unity), as well as updating the GDD to remove features that are no longer a part of our scope, and noting things that are not likely going to make it into the game.

Encounter System

For a few months now, we had plans to allow for multiple types of encounters. However, we may have been a bit overzealous in our attempts to incorporate all these encounters. So we’ve made the executive decision to focus on just one, and focus our efforts heavily into getting it right- the Combat Encounter. There is also the Boss Encounter, but that is a near replica of the combat encounter.

Loot Distribution Design

As we managed to settle on what our items/monsters/pets will look like, we can now look a little bit closer into how our Loot Distribution System will look. Quite plainly, player’s can gain loot from killing monsters/bosses, from item chests, and from buying/selling to the NPC. I drew out in Miro what a simple Loot Distribution Screen might look like, and found a cool Unity chest asset to handle the opening of chests.

Loot Distribution Screen example
Loot Distribution Screen example

Other Misc Changes

Click image to enlarge

Future Changes