Blink Devlog #10 Friday August 23


Hello!

Day 10! Today is probably the most successful and jam-packed day of my development journey. First I noticed at this point my game was pretty buggy, to list a few: when blinking you can go through things, upgrade orbs are infinite (more on this later), the Kwang default blueprint wasn’t working right, and the enemy asset didn’t have an attack animations. To keep this more simple I fixed all of these today - I added a capsule trace to the blink logic to fix the clipping issue, I built my own Kwang animation blueprint, I used the Kallari Paragon asset for the enemies and created an animation blueprint for them, and finally the upgrades, I haven’t mentioned these in previous devlogs and that’s only because of how buggy and problematic it was but today I have it working where you can pick up an upgrade orb and open a menu to increase stats like max health and mana regeneration.

Get Blink

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