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Mini-devlog Update #1



Fabled Lands has over 100 items that can help you over the course of your adventures. There are skill checks throughout the game like in your classic DnD RPG and useful items like potions can help you twist any unfavorable odds.

This week I brewed some Potions in Blessed Springs' Alchemy shop :)

I needed to figure out a proper way of adjusting abilities temporarily both outside of combat (in story mode) and inside of combat.

I had already coded buffs/debuffs logic for effects like Poisoned or Immobilized in Combat which I extended to story-based statuses and diseases like Ghoul Bite which reduced several of your character stats until you would find a cure.

However, temporary enhancements of a particular ability with the possibility to stack several potions on top of one another (whether this would remain a feature would be debated) were a bit tricky.

The temp effect would last until an ability check is made. I've implemented something partial to make the task progress, but it still needs some code refactoring to make everything align better with the existing buffs/debuffs logic. When I am happy with the result I'll merge into the main dev branch and make a bulk commit update.

I believe it's finally time to refactor my Items' behavior as well, in particular Consumable items haven't been fleshed out and I've hardcoded some nasty stuff for the healing potion and the poison antidote.

I really, really enjoyed Unity's component-based approach instead of typical hierarchical solution, so I am headed in this direction.