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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! (:

Weekly Update!

Hello again! (:

I've been hard at work going back through some of the very old skills and reworking them. Here's a bunch of reworked Cryomancy spells, for example! Cryomancy is turning out to be one of my favorite magic types (:
(Also, check out this hilariously exploitable spinning weapon skill , and this awesome new necromancer spell that allows you to choke the mana out of enemies)

You may have noticed the new area in those clips above - That's the Molten Crag! A new area with a fallen manastone that decimated the area, turning it into a desolate crater.


I dedicated most of this week to adding more buildable structures for the player village!
One of the new structures is the Necromancer Shrine, where you can sacrifice Spirit Essence to gain Necromancer Proficiency Points! Each skill tree will have its own buildable structure to help players lean into their desired playstyle.

And to balance out the Necromancer-heavy magic, I also added a handful of Paladin-style abilities!

That's just about all I have this week! See you guys next week! Have a fantastic weekend! (:

Weekly Update!

Hello again everyone! (:

I worked on a wide variety of things this week.
Firstly, I continued work on the new water systems! If you didn't see the goofy swimming from last weeks update, take a look at this lol

I managed to smooth out the enemy swimming goofiness for the most part. It's not perfect, but it's a big improvement on the ridiculous water-leaping from earlier!
I also began expanding upon underwater caves, which weren't super possible with my previous water system. The water system that is now in place allows for MUCH better physics interaction, meaning there'll be much less janky physics with the new water! Thank goodness! Also, if this system keeps working as smoothly as it is now, water mounts will definitely be a thing in the future!

There are now digging spots that spawn throughout areas that offer a wide range of loot, including themed loot, depending on where the digging spot is located!

And lastly, to finish off the week I worked on some craftable engineer items! The items shown in the linked clip are courtesy of the beautiful minds over in The Bloodline Discord, where I set up themed suggestion threads where users can vote and discuss ideas! (: Feel free to join and take part in the discussions - https://discord.gg/ewtnqCYwDv

Weekly Update

Back again with another weekly update!

This week I focused in hand-to-hand combat as well as new kinds of loot drops!

Here is how dropped loot will look! While most common items will be auto-looted for convenience, weapons, armor and other more "rare" items will be need to be picked up.

As for the hand-to-hand stuff mentioned above, take a look at these new awesomely fun skills for players who want to have monk-like builds!
You'll also be able to launch yourself with this ridiculous flying kick! I hope to see lots and lots of monk-inspired builds with the unarmed skill tree (:

To finish off the week, I revamped the water system I had in place. It simply wasn't flexible enough for the amount of physics interaction the player will have with it, so it was high time for it to be revamped. Still working on enemy swimming AI, however lmao

Told you guys I'd remember to do this update! (; See you all next friday! Have a fantastic weekend and stay safe!

Thanks,

Milo

Weekly Update

Sorry for missing last weeks weekly update! Still trying to make this a habit to do (:


Skills:

I added another Ethereal Troop-summoning skill, the Ethereal Charge! This one is sooo much fun to use. Especially when you make your character into a little goblin and have a squeaky voice, lmao

Another great-weapon skill, a brute-force attack where the main source of damage from this skill comes from the enemy's body being slammed into whatever you slap it towards!

A one-handed skill that slings magical blades of energy from your weapon!

And the last of the new skills this week are the Rising Strike - an Unarmed skill that launches your enemies into the air, and the Hammer Punch - a downward double-fist strike that can slam enemies into the ground!

Enemies:
I started expanding upon a few random encounters. The newest Undead encounter is the Hallowed Bellkeeper, who summons backup when agitated.

I also have started adding the Dwarven faction enemies, which will include many mechanized characters like this Recon Whirlybird!

ETC.
I took some time to dive into a donor weapon set, the Rose Daggers! Killing an enemy with these daggers melts them into a smokey liquid, turning them into a rose!
This is a Ko-Fi custom weapon, meaning a fan donated and was able to request a custom weapon, from the design all the way down to the FX! (:

That's about all I have for this update! I'll be sure to remember to post next friday! (;

See you all then!

- Milo