Finished Models of Staff

During these two weeks we have completed the design and modelling of the staffs. We distinguished them by their different attribute characteristics. Any staff is made up of 3 parts and can be broken up and reorganised. We have 30 basic staff styles, the following are examples.

Rendering in Maya always has problems with materials and colours, but they work well in UE4.
Monster Logic Design(AI)
While I was designing the staff, Hanyu was writing the AI for the monsters. we added behaviours such as patrol, attack, escape, paralysis and even added a hate queue to cater for the diverse reactions of the monsters.

Hanyu also recorded a video of the basic 2-stage attack logic of the boss.

Numerical Balance


After finishing work on the staff, I had to shift my focus to designing the numerical balance. Because the staffs are procedurally generated, they are highly random. We divided the staffs into qualities, and as players got further in the dungeon, they would receive more advanced staffs. I designed dozens of basic staffs and added a degree of randomness to their values to ensure that players get a different staff each time. The staffs all work well, but the game as a whole is very difficult, and the multiplayer improves this significantly. There are some issues with the character’s attack rhythm and mana recovery, which we still need to test further.
