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Another Weekly Update!

Not too much in terms of exciting updates this week! A lot (almost all) of my time this week was spent on bug fixes and optimizations for the upcoming testing! (:

I figured I could show what some skills look like when you turn off the third person camera change. For those of you who want a *fully* first person experience! It's not perfect, but definitely manageable.

Also, I made it so if you stack the "Dizzy" and "Bleeding" status effects, it can cause enemies to fall unconscious, which is hilarious and super overpowered at the moment lol


Other than that, I mostly just did boring ol' bug fixes, UI cleanup, and various optimizations. To tide you over 'till next week, heres a few videos of me killin' a few gobs!

If you're interested in trying to take part in testing, be sure to be active in the various Bloodline social media pages!

Weekly Update!

This week my focus was on Status Effects! Or rather, reworking the system around status effects. They existed before, but were pretty bland, straightforward and uninteresting. They didn't do much to add to playstyle diversity.

Each skill tree will have a few different kinds of status effects (i.e. Necromancy has Soulsap, Rot and Decay). There are (or will be, still not quite finished with all the status effects) dozens and dozens of status effect combos, allowing for playstyles to feel super unique. Combining the poison and fire status effects creates a detonation, while combining poison and rot has a chance to inflict Rotlung, which spreads between enemies!

Status effects will range from the basic stuff like bleeding and stunning to more indirect stuff like terrifying enemies, which will cause them to run for their lives while being more susceptible to damage!


Oh, and I also added a sweet new goblin enemy - The Lob Gob! This goblin carries a small potted tree on his back that grows poisonous fruit! He plucks the fruit and tosses them at you, causing you to become poisoned! I really like the look of the potted plant he has, I'll definitely have to let the player use that as well at some point.


On a side note, I'd love you all dropped by the Discord! I'm on there while I work and actively take suggestions and talk about the development of the game! Here is a link if you're interested: https://discord.gg/ewtnqCYwDv

Another Week, Another Update!

Hello once again! This week has been full of new enemies and new, weird weapon type.

Thanks to the new AI system I made last week, I'm able to quickly dish out new. unique and interesting enemies!

I'll start off with the new weapon type - The Manablaster! This awesomely stupid weapon will be perfect for players who want to play Engineer or Artificer-type builds. The one in the clip above is the Druidic variant of the weapon.

As for new enemy types, here is a Bandit Berserker - A human enemy that deals massive damage and can easily throw the player around if you're not careful with your blocks!
Next is the Stitch Snitch! Instead of fighting one-on-one with you, this Goblin will run off to any nearby ally and bring them to the fight. The Stitch Snitch also heals his allies (and himself if he's able to run off!)
If the Stitch Snitch can't find any nearby allies, he'll simply run for his life.
Next up is the unnamed one-eyed bats! These dudes come in a few sizes. The size in this clip is the biggest size they come in. In fact, they're big enough that I was able to slap a goblin on top of them and make *another* new enemy type!

Weekly Update!

Another Friday, another weekly update!

I FINALLY have begun adding the calendar system! This system will be the foundation for plenty of world events, which you can foresee by using your divine gift of Foresight! As a Harbinger, it's your duty to be constantly vigilant, not just for the Unforgiven, but for various world-changing events. Natural disasters, dying NPC's, rare creature appearances.. Plan your adventures well, and keep an eye on your calendar!

I also made some major improvements to enemy encounters! Every enemy now has a level, which will scale within their level tier, allowing for enemies to have varying difficulty. What I mean by scaling withing their tier level is this: Enemies will have a max level, which will ensure that no enemy will become unrealistically powerful (Looking at you, Oblivion hobo with a Daedric dagger).
For example, goblin whelps will be level capped at level 5, meaning that their level benefits can't scale beyond that level. So no worries - You won't be dying to goblin whelps at level 40 because they scaled up to you!
This helps keeps things a bit more balanced without taking away the players feeling of progression! It also helps keep you on your toes - Coming across an enemy that is 10 levels higher than you will be an extremely difficult fight if you're not prepared!
In that same vein, I made some major improvements and optimizations to enemy AI. The biggest improvement made allows for much more flexibility of their special attacks, with various triggers and checks such as health %, target distance, target health and other useful triggers that might lead to interesting encounters!

To button off the week, I made a TON of graphical settings options, hopefully allowing lower end PC's to run the game! It still has a long, long way to go in terms of optimization, but it's well on its way!(:

That's all I have this week. Thanks for stopping by! Have a great weekend and stay safe! (:

Yet another Weekly Update! (:

Hello again!

This week was full of QOL improvements, new buildable structures, and some new skills that will hopefully help players lean into their desired roles.

Let's start off with the new skills!
I've always loved playing as paladin-style characters, so adding a bunch of paladin inspired skills was a must! In this clip we have an AOE Arcane attack as well as a Dragons Dogma inspired magic cannon, that spits out projectiles when you smack it!
Within the same theme in this clip, there's also the new spell that summons a giant hammer to smack enemies, a summonable ultrasword that deals significant damage, and a new necro spell that drains lots of mana, but can grant you extra Spirit Essence.
Next up in the line of new skills is another new Necromancer skill, which allows you to summon a horde of skeletons to fight along side you! The final skill, at the end of the clip above, was another paladin-themed skill that only fully works on weakened, ragdolled enemies. Killing an enemy with that skill grants you Divine Favor.


Divine Favor is granted by either killing an enemy with an Arcane spell, or praying at a recently slain enemy. Spirit Essence is an item that is obtained by killing enemies with Necromancer spells - The essence can be used at certain structures to grant you various rewards! Each skill tree will have its own form of Spirit Essence. For example, Arcane builds will harvest Divine Favor from enemies, which can then be used as an offering to receive Arcane-themed rewards. The goal is to have many different kinds of these items that allow you to really shape the way you play, while also being constantly rewarded for it!

I then decided to take a look once again at how I can improve to feel of melee hits. Something about them just wasn't good enough. I tried adding hitstop to impacts, and it turned out to be *exactly* what it needed. I recognize that hitstop isn't for everyone, so I made it fully customizable! You can adjust the magnitude of the hitstop, as well as the duration of it to really fine-tune it to your liking. You can also customize it per weapon archetype, allowing you to make it so daggers have very little hitstop while two handed weapons have much, much more! It's up to you. (:

I ended the week by working on quality of life improvements - like customizing screen shake, or even the color of you spells!
Having as many options for customization is vital for me, and I'm sure you guys would appreciate it! (:

That's all I have this week. Enjoy your weekend. Be safe and I'll see you all next Friday! (: