Aurora's Fog - Plans for 0.1


Hey, guys! The development of the next update will take longer than usual, since this update is planned to be much more global and I plan to complete work on all the basic mechanics in it. So, I think it would be nice to tell you some info about the planned changes and innovations. Only a part of the planned changes will be given below, as listing the full list of changes may take about half an hour... :D

1. Character

  • The Strength attribute will now increase the Powerful Attack. This type of attack will be introduced soon and will be slower, but much stronger than a normal attack;
  • Agility increases Attack Speed again. The character's fatigue (stamina) is also taken into account, which also reduces the attack speed when in low values;
  • Improving Attributes will now be carried out through improving the skills belonging to the Attribute. This is done due to the removal of the level system;

- Skills

  • Added 6 new Skills: Clubs, Swords, Knives, Acrobatics, Repairs, Swimming. Now each attribute will specialize in its own unique weapon Skill;
  • For each new attribute and some old ones, a full-fledged improvement and use in the game will be implemented (for example, stealth). 3d models of weapons will also be added for each weapon Skill;

- Stats

  • Now the type of damage will have three types: Blunt, Pierce, Slash. Each type of damage can be effective against some creatures and not effective against others. Similar types of Protection will also be added;

2. Craft

  • The crafting mechanics will be improved. It will become more complex, but at the same time it will give more room for mistakes;
  • All current recipes will be worked out, as well as several new ones will be added. Intermediate quality levels will also be added for more flexibility;
  • All recipes will get a unique picture, and also sometimes will contain useful information on the reverse side;
  • It will be possible to independently repair an item on the workbench, as well as craft modifications for weapons/armor;

3. NPC

  • The NPC AI will be seriously improved. They will be able to walk near the village, collect plants and fight enemy AI;
  • Each NPC will have its own character, which will be expressed by different behavior in dialogues, as well as dialogue animations. Also, the NPC's house will convey his character to some extent;
  • New, more diverse animations of NPCs will be added, NPCs will also work at crafting stations, and the created items will go to trade;

4. Enemy AI

  • The AI will walk around the map, have a habitat and defend their territory from the player. The AI will also have a viewing angle, which will allow you to make attacks from stealth;
  • AI will have its own attributes, armor stats, vulnerabilities, unique features (perks/attacks) and behavior;
  • AI will have unique varieties from which it will be possible to get unique types of meat/skins that can be used in crafting and improve armor/weapons;

5. Village

  • Many models of houses and craft stations will be replaced. The main idea is to show different states depending on your actions to improve the village;
  • The system of your home: You can get/purchase one of the houses to choose from. The player can equip this house by installing different objects: a chest, a workbench, a bed... All these items can be bought/ordered from NPC;

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