Fableforge Weekly Update #17

Hostile mob AI that chase and attack the player is finished, further improvements to pathfinding, as well as improvements to colliders and more are featured in this weekly update!


Hostile Mobs & Attacking

Improved Colliders & Pathfinding

Smoother Combat

Miscellaneous Additions

Next Week Preview



Hostile Mobs & Attacking

A zombie is hit with a sword, knocking it back and causing a 'damage blink' visual effect to display over the zombie model.



With the addition of hostile mob AI the core combat systems are pretty much complete! Last week mobs were able to chase the player, now they're able to attack and deal damage to the player.


I was hoping to have a video showcasing combat this week, but I decided to wait a little bit before I do that in order to make combat look more visually appealing.



Improved Colliders & Pathfinding


An issue that I commonly came across while testing was that mobs would sometimes get stuck because of how their colliders were set up. I addressed this issue this week by making some adjustments to each mob's collider. The adjustments included decreasing the size of the collider and increasing the 'skin width'.


Further improvements to pathfinding were made, more specifically to the mob chasing feature that was implemented last week. This included fixing a few issues that were found during testing.



Smoother Combat


Combat is an important aspect of many games and a feature that many people enjoy most. Knowing this, it's important that the combat in Fableforge 'feels' right. This week and next week I'll be working on the 'feel' of combat. Some of the improvements that were made this week included tweaking with the collision system that weapons use to determine if they hit a target, adding a very small delay to when damage is dealt to correspond with the attack animation, and increasing the pace of combat (faster attacks and animations).


There's more work to be done, but the goal is to have combat be a fast-paced, responsive, and engaging experience.



Miscellaneous Additions


Here are a couple small miscellaneous additions that were made this week:


- Health bar

A simple health bar to display the health of the player was made. It's a placeholder for now and the appearance of it will change.

- Mob death

Mobs can now die. It's a simple feature with not much to talk about. I will be adding either a death animation or particle effect to make it look nice.



Next Week Preview


Next week I'll be making combat more appealing by working on the feel of the combat system and improving the look of UI, animations, and adding some particle effects to make things look more interesting.


Combat is one of the last large core features that is planned for the alpha release. The last, and next, large core feature is the forging system that will allow players to create their own weapons, tools, armor, spells, & abilities from scratch.


Before I get started on developing that system, I want to touch up a bit on some other features. Some improvements can be made to the mobs to make them more appealing by working with the base models and how they're procedurally generated. I also want to make a few improvements to terrain generation and showcase more of the terrain features that are in the game (mountains, hills, rivers, plateaus, caves, deserts, snowlands).


I also want to work more on player systems like the inventory, UI, and building. This means that I'll begin development on the forging system next month.


If you have any questions or comments, let me know! I'd love to hear from you guys. You can email me at aesli.fableforge@gmail.com, or by dropping a comment wherever you saw the link to this blog post! (twitter, reddit, discord, etc.)


Twitter: https://twitter.com/Aesli_

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