The basics (attributes, leveling, spawning, targeting, ...)

Resting, dying and rewards

Coming up

Army upgrades (and all their multiplier)

Actually hiring heroes with crystals

Zones for monsters to actually be able to progress

New Game+ (reset) with bonus currency





Even tho there is a lot work, I think I've already prepared a lot for that. So I really hope to get phase one done fast to give an early playable test version out!





Next up will the explanation of phase three and four. And as an extra bonus here a small video of my heroes being OP while I was away from my PC:









- Zanktus





Hope all of you have a great weekend (or whatever day when you read this).While I would like to say that I participate in the latest Ludum Dare #44, I decided to skip it after thinking way to much about the theme. Which is "You are currency". I had some ideas, but they were way to big scaled.Well I decided to develop the Idle Abyss RPG further instead!And as promised I want to show some progress of phase one so far before telling you more about phase three and four.What might seem simple, often isn't. Which I noticed quite fast when I "just" wanted to spawn an entity and let it target another. I did this tons of times already in Unity, but now I had to do it way more different than usual. But first off let me show you the spawning:Please excuse the nonexistential graphical quality, but as I said before my focus is on gameplay first.On the left side are the heroes and on the right the monsters (obviously). Everything scales and works dynamic, not just the spawning itself. Every entity, no matter if hero or monster does know how to target, stats get scaled up and so much more.Heroes go into a so called rest mode while monsters die and then give exp and crystals:Experience gained is shared between all active heroes. Means if a monster dies and rewards with 300 experience it will be split up. Lets say you have 6 heroes, where 3 are resting. This means those three alive will get 100 exp each (300 / 3).This way you can't speed level new hired heroes that easily, because they will be pretty much one hit later on. In this case you have to step back a bit to catch on.Currently I spawn everything randomly out of a pool from pre defined monsters and heroes (Scriptable Objects ftw).Under the hood is already a lot more than you can see here. I made everything scaleable with basic attributes, skills (only default attack for now) do work, auto/manual attacking, healing and so much more. But for phase one there is still a lot missing, for example: