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Infinity Wanderer Dev Diary #2:


After we published the first developer diary, we continued to make improvements to our game and the development process at full speed. We are happy and excited to share new updates and developments about our game with you.


Level Improvements Pick Where They Left Off

After the level we prepared for the testing phase of our game, we started creating the levels of our game. In this process, we created the templates for the first 4 levels of the story. Then we completed the concept designs. In addition, we designed a room as a level for the boss we prepared called "Plague Doctor".




Parry System

In addition to the Dodge mechanics in our game, we wanted to include the Parry mechanics in the game. We hope that the Parry system we have established will add depth to the players' gameplay.


Improvements on the Main Character

While testing our main character on the new levels we prepared, we realized that we needed to make some improvements. In this context, we added a new death and damage taking animation to our main character. We think that as a result of these updates, the player will be able to experience gameplay at the right pace within the levels.


Death Animation

Hurt Animation

Introduction to RPG Skill Tree

After the preliminary design of the RPG Skill Tree, which is an important feature for our game, was completed, we started to integrate this system into our game. In this context, we started working on features such as attack, health regeneration, and critical probability.


Bug Fixes and Improvements

  • The in-game speed of the game has been optimized.

  • Fixed a bug that caused the main character to dash forward when jumping.

  • Improvements have been made to the speed of the main character's movements.

  • Traps called spikes have been added to the game.

  • The damage and health values ​​of the enemies in the first 4 levels have been optimized.

  • Attack Damage, Health recovery, Endurance, Max Health, Crit Change, Life Steal RPG skills have been added to the game.

  • Weapon Swap UI designs created.

  • In-game screen Equipped Weapon UI designs created.


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