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Eldritch 2

Dev’s Journal – 20 Sep 2024

I took the day off today to get out from under a mountain of chores I’d been neglecting, but that’s okay because I made a ton of progress last weekend. I didn’t get around to working on dungeon interiors like I’d planned, but what I did do included:

  • Cultist enemy (with placeholder mesh and VO)
  • Enemy spawner placement and spawn rules
  • Added exclusionary filter tags to spawn rules
  • Adjusted health and damage numbers for all entities
  • Made flying enemy ragdolls knock other enemies down
  • Light column waypoints to guide players to dungeons
  • Adjusted melee combat timing to feel more like Eldritch
  • Optimized rendering of objects with small, distant lights
  • Improved entropy of entity RNGs by salting their seeds
  • Added new particle system size and distribution options
  • Fixed pathfinding leading through blocking geo in rare cases

Tomorrow, I hope to work on dungeon interiors, enemy AI behaviors, player weapons, or some combination of all three. Eldritch 2 is finally starting to feel like a game, which has given me a renewed energy to work on it.

Just for fun, here’s a short clip (in slow motion) of enemy ragdolls knocking each other down like dominoes:

Early build of Eldritch 2. In slow motion, the first-person player punches an enemy, who flies backward into another enemy, who flies backward into a third.