#10
# Devlog
## 2026-05-23
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# ๐ง WaveSystem Stabilization
- Fixed double enemy-death processing caused by projectile attacks
- Added `is_dead` flag to BaseEnemy
- Ensured `remove_from_group("Enemy")` is called on death
- Stabilized wave completion conditions
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# ๐ฆ SpawnSystem Improvements
- EnemySpawner converted to async spawning
- Added spawn interval support
- Added active spawn tracking
- Improved spawn_finished detection
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# ๐จ Enemy Spawn Presentation
- Added black smoke effect on spawn
- Fade-in on spawn
- Scale tween on spawn
- Disabled AI during spawn using `is_spawning`
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# ๐ช Escape System Improvements
- Black smoke effect on escape
- Wave counter adjustments on escape
- Squad disband on escape
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# ๐งน Enemy Removal Pipeline Refactor
Unified all enemy removal cases into a single design direction:
- Death
- Escape
- Wave forced cleanup
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# ๐งญ Steering Improvements
- Added velocity damping
- Added spawn zone constraints
- Added inward pressure toward center
- Reduced swarm dispersion
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# ๐งโ๐คโ๐ง Squad AI
- Investigated leader scaling issues
- Fixed conflicts between spawn animation and leader scaling
- Preserved original scale during spawn
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# ๐ Current Status
Enemy group behavior is now mostly stable.
### Remaining Issues
- Enemy density tuning
- Circle formation refinement
- Broken state handling
- Leader death presentation
- Spawn anticipation effects
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# ๐ฌ Battle Presentation System Added
Added central UI presentation for combat flow:
### Features
- CenterMessageUI system
- Black bars + fade tween
- Wave / Battle / Escape presentation
### Flow
GATE OPEN
โ ENEMY COMING
โ BATTLE START
โ WAVE START
End of battle:
WAVE CLEAR
โ BATTLE END
โ YOU SURVIVED
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# ๐งฉ UIManager Expansion
- Added center message registration system
- Unified `show_center_message()` access
Now usable from:
WaveSystem / Events / Story / Boss / Zones
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# ๐ Center Message Improvements
- Separated background and text tweens
- Added message_id-based cancellation system
- Improved timing consistency
- Fixed async overlap issues
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# ๐ง Key Insight
Battle presentation is not just UI —
it directly controls game pacing and player perception.
Especially:
- Pre-combat silence
- Enemy spawn timing
- Transition pacing between waves
These strongly affect player tension and engagement.
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# ๐ EventSystem Integration
- Decoupled NPC / Gate / Wave / UI systems
- Added KING_TALKED progression event
- Wave events introduced (START / COMPLETE / ESCAPE)
Enables:
NPC โ Event โ Gate โ Wave โ World reaction loop
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# โ Combat System Refactor (Chain System)
- Implemented ChainManager
- Added chained damage system
- All attacks now support chaining
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# ๐ก Slash System Improvements
- Added homing slash behavior
- Added hit-scale feedback
- Implemented chain slash propagation
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# ๐ฅ Fire & Lightning Chain Support
- Fireball: AoE + DoT + chain support
- Lightning: bounce-based multi-hit system
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# ๐งฎ DamageSystem Unification
- Unified all damage processing
- Integrated ChainManager into damage flow
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# ๐ฎ Player Adjustments
- Added forward impulse on attack
- Improved โattack weightโ and motion feel
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# ๐ก Gameplay Feel Improvements
- Dense combat is now more rewarding
- Chain system reinforces crowd combat satisfaction
- Core loop is becoming clearer: โgroup โ chain โ collapseโ
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# ๐ Next Improvements
- Chain UI polish (screen pop, glow, shake)
- Chain multiplier system (damage scaling over 10+)
- Improved attack weight / inertia tuning
- Lightning chain acceleration
- Enemy density balancing
Files
Get SORA - The Lost Kingdom of the Magic Sword - Prototype Ver-
SORA - The Lost Kingdom of the Magic Sword - Prototype Ver-
A small indie action game focused on exploration and combat.
| Status | In development |
| Author | GOZOHO |
| Genre | Action, Adventure |
| Tags | 2D, Casual, Indie, Pixel Art, Retro, Singleplayer |
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