I Played My Own Game and Wrote 15 Problems Down. Here’s Every Fix | Embers of Olympus Devlog #10
Embers of Olympus
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I Played My Own Game and Wrote 15 Problems Down. Here’s Every Fix | Embers of Olympus Devlog #10
6 просмотров · 10 дн. назад
Embers of Olympus
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6 просмотров · 10 дн. назад
After building the first boss, I sat down and played Embers of Olympus from the title screen to Polydegmon like a real player would. I came out with a list of 15 things that annoyed, confused or bored me.
This episode, I fix all of them.
In this devlog I polish my Greek-myth action RPG (Diablo-style loot meets WoW-style tab-targeting) in Unity 6. This is the "Gate 1" playtest, where the question is simple: does this feel like a real game yet?
What's in this episode:
• A minimap and a full zone map (M) with markers for people, quests, waypoints and exits
• Icons above NPCs: speech bubbles, and scrolls for quests you can take or hand in
• Click NPCs to walk over and talk, trade or open the stash
• Jump, and sprint with a stamina bar
• Town portal with a 2-second cast and a portal that opens in front of you
• Stats that grow with every level
• A red pulse and a heartbeat when you're close to death
• Fire that actually burns
• Selling messages, plus a "are you sure?" before selling a Heroic item
• F closes the windows it opened
• A readable quest tracker and a visible waypoint in town
• New fonts throughout: Cinzel Decorative, Metamorphous, Caudex and Philosopher
Built with Unity 6.3 LTS (URP) and C#. Fonts are free Google Fonts (SIL Open Font License). Grey-box art for now, with free test assets from Kenney and Mixamo.
Next up: the Gate 1 verdict, then Zone B, the Sacred Grove.
Follow the whole build from the first capsule:
/ @embersofolympus
#gamedev #indiedev #unity #devlog #arpg