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Devlog
Devlog Update 2.9: Setting up a Tutorial
December 05, 2021
by
t0rch
Hey all! Part of making a videogame is teaching people how to play the videogame -- be it the controls, the game loop, or the intricacies of the UI. Here at Sigil, we have a simple but involved game l...
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Devlog Update 2.8: Magic System 2, Electric Boogaloo
December 04, 2021
by
Dayna_Aspite
Hey All! It's ya boi, Bad-Code 101 here, back at it again with another calamity of code -- or at least, a patch to unbreak some janky stuff from last time. As I'm sure you remember, I finished my last...
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Devlog Update 2.7: Boat Cruise
December 04, 2021
by
Khaloran
The Boat was thought up pretty early on but only realised recently. The bartender and boat were envisioned to be a sort of passive NPC that would provide some unique and time-limited services for the...
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Devlog Update 2.6: Lava Enemy Design Process
December 03, 2021
by
KrazyKadric
Hello, Concept artist here! (Dayna) After developing the main idea of our lava biome, it was time to start thinking about how to bring matching enemies to the game. The process was fairly simple- I go...
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Devlog Update 2.5: Particle System Dev
October 22, 2021
by
drayknight
1
Hello, Lead FX artists here! In this devlog we will be focusing on the visual side of the magic system. In Sigil we utilised both the Niagra FX system as well as the old particle system that can be fo...
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Sigil storyline
October 18, 2021
by
Dayna_Aspite
Storyline In ages past, this world basked in the radiance of civilisation. The ancients constructed marvels that rivalled even the fabled palaces of the Gods. Mastery over all the elemental and arcane...
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Devlog Update 2.4: Magic system
October 13, 2021
by
Dayna_Aspite
Hi! I’m the junior developer for Sigil. I was tasked with implementing the magic system. I have little experience with developing using blueprints, and about the same working in Unreal Engine 4, so...
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Devlog Update 2.3: Enemy Design Process
October 13, 2021
by
Dayna_Aspite
Hello! This devlog is going to be talking about the design process of our ranged coconut enemy, Jeremi. Jeremi went through many design changes during the concepting phase. None of us artists had much...
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Devlog Update 2.2: Magic Circle Design Process
October 13, 2021
by
Dayna_Aspite
Hello! Our magic circle is a focal point of Sigil. This was our original design created by our Creative Director. His design process is very abstract and visually piecing things together without much...
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Devlog Update 2.1: Build System
October 13, 2021
by
Dayna_Aspite
Hello, Lead Programmer here! The building system has been implemented and used from Easy Building System Unreal Marketplace. Although, customised with our efforts to migrate it with our project to cre...
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Devlog - Week 7 - Quest Progression, UI Overhaul
September 18, 2021
by
drayknight
Weekly Update Concepted New Monster Types for Starting Island Further foilage Asset development Arcane Magic Circle Implented into project Added in magic Circle Altar Area Implemented Twigs Twigs now...
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Devlog - Week 6 - Quest System, Beta Testing
September 18, 2021
by
drayknight
Weekly Update Quest logging system fundamentals implemented Added in Leveling System fundamentals implemented so player can complete quest to gain experiance and level up. Added in Tutorial Temple Lev...
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Devlog - Week 5 - Visual Update
September 18, 2021
by
drayknight
Weekly Update All Artifact Weapon & Tool Assets added into game With Artifact tools and weapon. Players can only select 1 of the artifacts during the tutorial. These Artifact act similarly to basic to...
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Devlog - Week 4 - Enemy, BGM and debugging
September 18, 2021
by
drayknight
Weekly Update Concepted 2 new enemy Types Forest type enemy Water type enemy Added In Chect & Bed Assets Hunger Bar UI redesigned Animated Lava golem Enemy Attack Walk Death Created Tutorial Temple Le...
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Devlog - Week 3 - Character & Enemy Implementation
September 18, 2021
by
drayknight
Weekly Update Implemented UI Icons Implemented animated for Sword and Shield Character Attack Walk Defend Crouch Run Death Added Magic Circle asset Added First Enemy Type Inventory refresh after item...
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Devlog - Week 2 - Starting Island Development
September 18, 2021
by
drayknight
Weekly Update Set up landscape materials for starting Island Added Sound : Walking River Inventory Opening Bottle Opening Ambience Fire Crackling...
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Devlog - Week 1 - Placeholder Building System
September 18, 2021
by
drayknight
Weekly Update Developed a building system which allows the players to select and place down, placeholder blocks that represent walls and flooring. Fixed Snapping in building system so gaps no longer f...
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