25.06.15 DevLog


Developer Log

Hello again.
It’s been a while since the last post.
With some freelance work going on alongside development, updates have slowed down a bit—so I wanted to share what I’m currently working on.

Internal Refactoring & System Changes

The internal structure of the class responsible for applying damage and effects has been reworked.
Previously, only additive/subtractive effects stacked and resolved properly.

But in cases like:

“A 10-second attack power buff is applied, and then a 3-second buff is applied on top. When the 3-second buff ends, the game reverts to the default (no buff), ignoring the remaining duration of the 10-second buff.”

…you’d lose the longer buff entirely.
This has now been changed: all effects are stacked and unstacked in proper order, restoring previous values correctly.

It also now supports multiplicative effects, division, and overrides, restoring values properly when those effects expire.

Trait Management Updated Internally

The way ability traits are handled has been refactored for stability and flexibility.

Spirits(Weapon) Now Have Unique Skills

Each Spirits (weapon type) now has its own unique skill.
While only two Spirits currently exist, both now feature a special skill activated through a focus input.

  • White Tiger Spirit – White Tiger Fang:
    Dash forward with a flurry of kicks. The final strike knocks enemies back.

  • Reaper’s SpiritSoul Sever:
    The player vanishes, slashes through enemies, and reappears while dashing again.
    The player is invincible during the vanished state.

Ability Types Added

Each ability now has one or more types assigned to it.
(e.g. Magic, Nature, Fire / Physical, Blunt, Earth, etc.)
This allows for more nuanced trait interactions in future updates.

Ability Traits Expanded

Traits are now tied to specific abilities and sold by Un-Beak.

Some examples:

  • White Tiger Fang: Wrath, Endurance, Submission

  • Roar: Brutality, Pressure, Breath

  • Push: Force, Impact Transfer, Resolve

  • Unburning Flame: Lingering, Cleanse

  • Protected of Earth: Unyielding, Retaliation

  • Nature's Resilience: Meditation, Cycle, Growth

  • Flame Rage: Ignition, Overheat, Inflame

  • Crystallize:  Deflect, Overload

  • Full Moon: Chill Moon, Twin Moon, Moonlight

  • Guided Crystal: Homing, Multi-Shard

  • Impale: Radial Burst, Seeker

Other abilities are still in progress.
Icons for trait shards now show the related ability for easier identification.
Since the number of traits has increased, the UI for buying them will be overhauled—likely in the next or following update—to match the Reward Exchange UI style.

Additional Traits Planned

More traits will be added in upcoming patches.

Ability Logic Changes & Fixes

Some ability logic has been rewritten and several bugs have been fixed.


Team Member Recruitment

I'm currently looking for people who are interested in joining the project as fellow team members.
This is not a paid position—the game isn’t generating revenue at the moment—
but if you’re passionate about indie game development and want to build something together, you’re more than welcome!

Looking for:

  • Character concept artist
    To draw character key art based on reference sheets, for use by 3D modelers.

If you're interested, feel free to contact me!


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