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BattleJuice Alchemist News

DevLog: NPCs, Items and a Best Game Award!

Hey everyone!

I have some great news to share: BattleJuice Alchemist took part in the WN Dev Contest for Unreal developers and is one of the winners! In this video I tell you a bit about the contest, but also about a new NPC in BattleJuice Alchemist. She is called Xen and part of the Caribou Creek overhaul. You can watch the video here:

[previewyoutube][/previewyoutube]

You also get a sneak peek of a new item effect in the game that supports damage reflecting builds. In case you already have a key: Keep in mind that these changes are not live on Steam yet, but will be part of the big update that is coming when the Steam playtest goes public very soon. If you want to play before the Steam playtest officially goes public, just join the Discord server and send me a message.

Thank you for supporting me making BattleJuice Alchemist and have a great weekend!

Alain

DevLog: Starting Town

Hey everyone! I'd like to share some of the things with you that have happened in the development of BattleJuice Alchemist recently.

The biggest change within the game was that the starting town "Cherokee Creek" is now "Caribou Creek". I had to admit to myself that I have very little understanding of Native American culture and could end up rehashing stereotypes. I would not want to be disrespectful to anybody, which is why I removed references to Native American culture. I feel like I simply could not do it in a proper way. I think I came up with new imagery that hopefully is not hurtful to anyone and even more in tune with the general theme of BattleJuice Alchemist.

There have also been changes to items, that I briefly go over in this video. They are all detailed in the patch notes, which will be released as soon as the new build goes live on the Steam playtest. If you want to play before the Steam playtest officially goes public, just join the Discord server and send me a message.

Check out the full video, if you want to find out the nitty-gritty details:

[previewyoutube][/previewyoutube]

Thank you for supporting me making BattleJuice Alchemist!

Alain

Update Video: Enemy Combat A.I.

Hey everyone! I finished the last entry in my A.I. overhaul video trilogy and it is about the most juicy topic in my eyes so far: Combat A.I.!

As you might know already, there are two types of combat in BattleJuice Alchemist: close and ranged combat. Close combat is fought in 1 on 1 fights with slow motions. Ranged combat is fought from classic action RPG top-down view, except with a bit more kiting. The overhaul I worked on is that of the ranged combat.

I connected the combat A.I. to the enemies' wellbeing, which I explained before in the need-driven behavior video. Enemies now have various states of aggressivity and act accordingly. They also alarm each other, work together to give the player some real trouble and got a new sprinting ability. I also added some UI that telegraphs the attack an enemy plans to execute so the player can react accoringly.

To raise the stakes even more, enemies now level up themselves. In BattleJuice Alchemist's story, the world is overrun by spirits from a realm called the Crossroads. They possess animals and humans and are lead by demons that spawn under certain conditions. Now, enemies who defeat the player in close combat get promoted to demons.

Check out the full video breakdown, if you are interested:

[previewyoutube][/previewyoutube]

If you liked this sneak peak, make sure to have a look at the dozen of other videos about the development of BattleJuice Alchemist on YouTube.

If you want to get an even more hands on with the development, make sure to hop by on the Discord server.

Thank you for supporting me making BattleJuice Alchemist!

Alain

Update Video: A.I. Behavior

Hey everyone! I just realized that there is this great feature to post updates on the development of BattleJuice Alchemist right here on Steam. So here we go!

I want to share with you my video about the quite over-engineered need-driven behavior system for the enemies' A.I. in BattleJuice Alchemist. The enemies now waddle around looking for water, food, rest and cover. They learn which of their needs are hard to fulfill at their given surroundings and take their experiences into consideration when making their decisions. Is this too much for an action RPG? Totally, but still sooo much fun and I will later on add more opportunities for you as a player to interact with the system. Check out the full video breakdown, if you are interested:

[previewyoutube][/previewyoutube]

If you liked this sneak peak, make sure to have a look at the dozen of other videos about the development of BattleJuice Alchemist on YouTube!

If you want to get an even more hands on with the development, make sure to hop by on the Discord server.

Thank you for supporting me making BattleJuice Alchemist!

Alain