Development Update 40 - New Guard Stability and Riposte power statsHi more melee combat improvements! Added new Block and Riposte logic - each block increases riposte damage meter that increases the riposte attack damage multiplier, each weapon…
Development Update 39 - New Block, Quick Attack and Power Up AttacksHi, melee combat once again improved! I have added Block logic in to the game with hit reactions and stagger effect when stamina is depleted, as well as quick attacks after the…
Development Update 38 - More Weapon Skills and Performance UpdatesHi everyone! I've done some more work on weapon effects. I added a new weapon 'skill' type - grenades, with various effects and elemental damage, as well as a barrier skill that…
Development Update 37 - Additional Weapon Skills and FixesHi, a lot of bug fixes this time around as it's good to not leave everything to pile up. Mainly cleaning up log warnings that might clog up memory space and increase the log file…
Development Update 36 - Crafting system pt.2Hi, this time more UI and Forge (Crafting) work. Now in the Crafting menu you can select either weapon type or armor part to craft, all with assigned cost scaled by item power…
Development Update 35 - Crafting system and refreshed item scoring logicHi, this time more UI and Item crafting logic work. Now it is possible to craft new weapons with different item power range and option to increase potential crafted item rarity…
Development Update 34 - Structure upgrades, resource check, soft enemy lockHi, this time I've been buried in UI logic. Added systems to calculate resources need to upgrade a structure in base hub and later decrease gathered resources, show upgrade panel…
Development Update 33 - After Death Summary Screen and AnimationsHi, last week I have focused on the end run screen (summary of gathered materials and equipment), and some flavor after death camera movement and animations as well as moving…
Development Update 32 - New gatherable materialsHi, this time I have mainly focused on adding new resources to the game. Enemies, destructible objects and other events can now drop certain resources (Materials) for crafting…
Development Update 31 - Destructible Enviro ObjectsHi, this time I've focused on destructible enviro objects and started working on new gatherable resources for item crafting, upgrading etc. Now every hero skill and attack in the…
Development Update 30 - Melee combat revamp pt.3Hi, with this week I have finished changing all existing melee weapons to the new combat root motion based system. I've remade all attack animations for Hand Combat and Dual…
Development Update 29 - Melee combat revamp pt.2Hi, more work on the melee combat, I've added new 2h sword animations, changed 2h Sword special attack to be a AoE attack. Updated Enemy Hit reactions while taking damage from…
Development Update 28 - Melee combat system revamp and more impactful combat!Hi, another pretty big week for updates, this time I'm revamping the melee combat system and movement. While ranged combat feels great, I feel that the melee system was a bit…
Development Update 27 - Big gameplay adjustments. New item and skill logic.Hi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing…
Development Update 26 - New visuals for Minigun Frame Skill + other updates.Hi! This week was focused mostly on preparing new Steam Store assets (a new teaser trailer, GIFs, and screenshots) ahead of the Steam Bullet Fest. However, I still managed to…
Development Update 25 - New Frame AttachmentsHi, new week and another round of updates! I've been modelling and animating new Mech attachments (mech suit skills) and a new Enviro Prop light and implementing them. Also, I…
New name for the game!Huge News! I've changed the name of my Sci-Fi ARPG Roguelite game to: Frame of Suffering Over the past few months, I've been thinking about the identity of the project and…
Development Update 24 - New Frame armor parts and visual updatesHi, this time I have worked on the visuals for the new Mech skill attachment (model, animations), created new skill VFX and added new Mech parts (Arms and Head). Aside from that,…
Development Update 23 - New Mech attachments and ground damage updates.Hi, this time I have added a new Mech Suit attachment skill that visually attaches to the Mech, something like weapons in Armored Core - has it's own deploy and fire animations.…
Development Update 22 - Separate Mech Stat Calculation and Inventory UI updatesHi, this week I have updated the Stat calculation logic to calculate Mech stats separately from the character, so basically the Mech works almost like a separate character, with…
Development Update 21 - Mech Suit with it's own Equipment and Armor PartsHi, this time I'm working on the Mech Suit logic. Mainly inventory and equipment, right now I have added logic for switching Mech suit armor parts and equipping separate weapons…
Development Update 20 - Bug fixes and OptimizationHi, this week was HEAVY on log fixes and optimization. I've managed to fix 90% of bugs/warning from the current state of the game - it's good to do a pass like that from time to…
Development Update 19 - New laser pointer targeting for ranged weapons and moreHi, this week I've added Tank Aiming when in Mech and laser pointer logic for all ranged weapons. I've also added (Reworked) throw weapon type to be more impactful, with new…
Development Update 18 - New Weapon type (Gun), and improved combat.Hi, this time a lot of improvements to Melee and Ranged combat, as well as added more logic for guns in the game with a reload and clip size mechanic. Added enemy trace logic for…