Growth RPG V0.2.0 (Patreon)
Content
for those having issues with "VCRUNTIME140_1.dll" try running Engine/Extras/Redist/en-us run UE4PrereqSetup_x64.exe
A bit of a small update this month, but I think people will be happy with it. Sorry I didn't have anything grand planned for 0.2, but I think the game passed 0.2 a while ago. The main goal for 0.2 was to have the active combat so this is more of 0.2.3 or so. Main changes being the new Ego mechanic, jiggle physics, and AI updates.
Ego is now no longer controlled by a potion, instead you gain or lose ego every fight. The amount depends on how confident you are going into the fight and the gap in levels between you and your opponent. Whenever you encounter an NPC on the overworld how confident you are in your response to them will determine the "bet" the more confident the answer the higher the risk/reward and the more aggressive opponents will be. There have been changes to the death mechanic too because of this, you will now only get kicked back to the main menu if you die to a boss or in the dungeon. Otherwise dying will make you lose some ego. Right now the mechanic is pretty bare bones since I was a bit short on time this month. I want to use this mechanic to make grinding more interesting, so in the future the higher your ego the chance your opponent will be bigger, or they might have friends, or maybe even have it unlock some new moves. But for right now its just one line of dialog.
Jiggle Physics took up most of my time this update, but I finally got them working. it turns out that unreal only like skeletons that are in centimeters and I didn't use any units for mine. So I had to fix all the animations and reimport all the character models.
I rewrote most of the AI as behavior trees, so in the future it will be a lot easier to program, but right now there wont be much of a change, except for the fact that if you are big enough NPCs will run away from you instead of confronting you and NPCs can now hear you. The heavier you weigh the more you are heard.