SHDL#01 Welcome to Skyward Heroes
- Gabs
- Jul 8, 2020
- 2 min read
Updated: Jul 13, 2020
Our first devlog comes late in the game's development, so I think we should first catch up on what's planned for the game and what's being done.

The game has 4 core components:
Characters
Enemies
Level Generator
Level Progression
Character and Enemies are integrated by a combat system that not only deals with basics like health, damage and death but also handles status-effects that allows them to interact in special ways like moving each other through knockbacks, applying damage-over-time, controlling enemy AI by stunning/rooting them etc.
The Level Generator and Level Progression are lightly tied by sets of objectives, like the amount of towers to be spawned per level, amount and type of enemies and so forth.
Most of those are 'done', which means theyre in testing stage so they'd really benefit from more polishing, balancing and some bug-fixing, but they already work. This is true for character selection and controls, the overall combat, enemy AI and level generation. Right now you can safely pick a character and use them to run around a generated level fighting monsters. What still needs to be done is:
Most of the character's skills, along with their polish (VFX and animations), since now their systems are implemented but nothing happens when you activate the skills. Visual feedback is there, the name of the skill is shouted, cooldown functionality is there but no action yet.
Level and Game Progression. Towers and Bosses are done and they work as enemies but they need yet to be implemented as 'progress gates' (for example, all towers needing to be destroyed for the boss arena to open up), since there's no system to oversee it now, as well as level completion.
Once I get a single level properly gated in a way that you can actually 'end' it, I can start planning for outer progression, how that impacts level generations and so forth.
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