Design

Designing a Dynamic Equipment System in Unity.

November 18, 2023 Dynamic, Equipment, Shader, Masking, Unity, Design

We want to have exchangeable equipment on our character # The goal is to give our players various items to choose from. For this example, our players will choose a weapon, armor for protection, and boots. We want to visualize these choices on the character. The imagined system should enable quick equipment swaps. All items get rendered on a player avatar. All items are mesh models # Weapons are simple meshes. ...

Avatar face rework

November 12, 2023 Face, Art, Design

Avatar face rework # I spent most of the week redesigning the face meshes of the avatars. It began with an experiment last Sunday with a new mesh for the druid. It was such an improvement, that I needed to redesign the rest of the faces. New boot mesh # I got a new boot mesh from Madraox and added it to the avatar. We are currently designing the remaining meshes. ...

Art Rework and Movement spells

November 5, 2023 Movement, Art, Design

Complete Art Rework # In the last update, I presented a new logo for Raiding.Zone. This week, I reworked the complete artwork for the product page. I also updated the road map for the rest of this and the upcoming year. Movement Spells # After the community poll on movement spells, I added a new item type. You can now equip boots in your loadout screen. At the start, we have five different boots to choose from. ...

Solo Raiding through Multiboxing

October 1, 2023 Design

I got a lot of feedback that the game lacks fun if you are play alone. The bots are intelligent enough to compete in the more complicated raids. So I threw away the bot system and created a new raid control system. I got inspired by the way you control the players in Fifa. There, you can constantly switch between your players and control the entire team. The term multiboxing comes from World of Warcraft. ...

The Statsystem of Raiding.Zone

January 29, 2023 Stat-System, Design

The Attribute-System of Raiding.Zone consists of 5 Base Attributes and 22 Additional Attributes. Base Attributes # Base Attributes are located on all weapons and increase with their level. They can also be granted through essences. There are 5 essences one for each base attribute. Every item (weapon, armor, or trinket) can hold up to 3 essences. Stamina # Stamina controls the amount of your health. Every point in Stamina grants you 50 health. ...

Code Generation from Kotlin to C#

December 24, 2022 Programming, Design, Code-Generation, Kotlin, Csharp

After prototyping my game with KorGE, I hit a roadblock. I wanted more advanced features in my game, but the support from KorGE was not that good. It has problems with complex particles, camera movement, or z-indexing. So I decided to rewrite my game in Unity and C#. But I didn’t want to maintain the code base in 2 different languages. I wanted to keep the main codebase in Kotlin and generate most of the C# code. ...

Technology Stack

December 24, 2022 Programming, Design, Spring-Boot, Unity, Techstack, Kotlin, Csharp

I started my game programming journey about a year and a half ago. I am somehow confident in programming Kotlin and liked the idea of a complete game in my favorite language. I planned to make a multiplayer game where you fight together to kill a boss. I played a lot of World of Warcraft in the old days but didn’t like the amount of work I had to put in to be able to play my favorite part of the game. ...

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