Devlog #16
Hello Vampires!
Most of the mechanics are behind us; we are currently polishing and adding content to the world. This month, we focus on implementing two character classes, including their skills. We are also working on the final UI, some of which can already be seen in the GIFs.
[h3]Animals and creatures[/h3]
Vampires won’t be fighting just humanoid characters anymore. We’ve added animals and other creatures to engage the player’s vampires when alerted. Most of these beings will try to scare the vampires off, but if approached too closely, they’ll strike. Defeated animals drop special alchemical ingredients essential for crafting potions that make gameplay easier.

[h3]Combat movement[/h3]
We’ve improved hitbox detection, making combat more intuitive. Vampires can avoid enemy attacks through precise movement alone, without relying on the dodge mechanic. This makes combat even more engaging.

[h3]Quests [/h3]
We have placed many story quests in the game world, allowing you to gain experience and valuable items. Quests also make it easier to explore the game world, but they are still optional, and almost any story character can be killed by the player's vampires.

[h3]Land takeover[/h3]
The player's clan can now take over areas belonging to enemy clans, which provides a steady inflow of resources. Taking over the enemy area is preceded by an optional series of quests to create a resistance movement to facilitate the clash with the enemy clan. The takeover ends with a fight with the area's overseer, a high-ranked vampire.

[h3]Travel and checkpoints[/h3]
Vampires can now travel using crypts, which are secret entrances to the catacombs. Once unlocked, the passage allows for fast travel between areas of the world and the castle. In addition, they also serve as checkpoints. Additional checkpoints are coffins, which allow vampires to be resurrected in the event of their defeat.

If you have any questions or ideas, please let us know in the comments or on our Discord Channel.

Most of the mechanics are behind us; we are currently polishing and adding content to the world. This month, we focus on implementing two character classes, including their skills. We are also working on the final UI, some of which can already be seen in the GIFs.
[h3]Animals and creatures[/h3]
Vampires won’t be fighting just humanoid characters anymore. We’ve added animals and other creatures to engage the player’s vampires when alerted. Most of these beings will try to scare the vampires off, but if approached too closely, they’ll strike. Defeated animals drop special alchemical ingredients essential for crafting potions that make gameplay easier.


[h3]Combat movement[/h3]
We’ve improved hitbox detection, making combat more intuitive. Vampires can avoid enemy attacks through precise movement alone, without relying on the dodge mechanic. This makes combat even more engaging.

[h3]Quests [/h3]
We have placed many story quests in the game world, allowing you to gain experience and valuable items. Quests also make it easier to explore the game world, but they are still optional, and almost any story character can be killed by the player's vampires.

[h3]Land takeover[/h3]
The player's clan can now take over areas belonging to enemy clans, which provides a steady inflow of resources. Taking over the enemy area is preceded by an optional series of quests to create a resistance movement to facilitate the clash with the enemy clan. The takeover ends with a fight with the area's overseer, a high-ranked vampire.

[h3]Travel and checkpoints[/h3]
Vampires can now travel using crypts, which are secret entrances to the catacombs. Once unlocked, the passage allows for fast travel between areas of the world and the castle. In addition, they also serve as checkpoints. Additional checkpoints are coffins, which allow vampires to be resurrected in the event of their defeat.


If you have any questions or ideas, please let us know in the comments or on our Discord Channel.
