SEMKO DEVLOG #4

Semko
3 min readFeb 20, 2024

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Hey everyone, it’s time for another Semko Devlog — this time in Text!

As some of you may recall, the first devlog showcased a turn-based concept. Well, things have evolved! I made some key changes, shifting to a 3D, third-person perspective with open combat in mind — dynamic battles alongside your captured monster companions.

Let’s Dive into Combat Systems:

  • Melee Combat: Choose from various weapon types like one-handed swords, heavy spears, daggers, and more. Quickly switch between equipped weapons for tactical flexibility. Unleash charged attacks for extended range and power, or execute aerial jumps for devastating slams.
Semko swinging his sword
  • Range Combat: Take aim with bows and arrows, each offering unique ranges, strengths, and effects. Multi-shot bows rain down arrows, while elemental bows imbue projectiles for added impact.
Semko aiming with a bow at a monster
  • Team Abilities: Your monster companions aren’t mere spectators! They actively fight alongside you with basic attacks. Take control and activate their unique abilities for direct healing, AoE shields, damage blasts, and status effects like burning or stunning. Some monsters offer utility beyond combat, launching you into the air for bullet-time shots or providing faster traversal options.
by holding L1 you can choose which ability to activate
  • Focusing and Blocking: Prioritize specific enemies with the focus mechanic, ensuring higher hit rates. When equipped with a shield, hold focus to block incoming attacks (one-handed weapons only).
Semko holding a shield up and focusing on a monster
  • Combo Extensions: The standard melee combo expands as you progress, reaching up to seven hits for both light and heavy attacks. Hone your skills and unleash devastating chains!

Future Implementations:

  • Item Throw Functionality: Toss consumables strategically. Imagine priming enemies with water balloons for follow-up elemental attacks, adding another layer of depth to item usage.

Additional Progress:

  • Inventory and Pause Menu: Manage your items, equip weapons, and save your progress with the newly implemented features.
  • Equipment Upgrading: Visit the blacksmith to enhance your gear in exchange for items. Enchantments and weapon evolutions are also under consideration.
Semko holding a heavy sword
  • Monster Mechanics: Each monster boasts unique attributes, abilities, and even weapons. Capture and train them to create the perfect team for your playstyle.
Semko standing next to Degan, one of his captured monsters
  • Movement and Mechanics: Gliding, flying, climbing, rolling, wall jumps, and sliding animations are in progress, offering diverse movement options. Sound effects and VFX are also being polished.
Semko gliding with his glider

Next Steps:

  • Tutorial Area: A dedicated tutorial zone is planned, complete with engaging objectives to guide new players.
The size of the “Tutorial Area”
  • Visual and Gameplay Polish: A comprehensive quality patch is targeted, encompassing both aesthetics and gameplay functionality.
  • Team Building: Seeking talented individuals to join the development team and push the project further.

The journey with Semko continues! While challenges remain, significant progress has been made. If you’re interested in joining the team or simply following the development, stay tuned!

More Devlog Videos:

Semko Devlog #4 on Youtube

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