Dev Journal #3 - The Fighter Update (Coming Soon)


As you may have seen in our announcement channel on Discord, the next big feature on our agenda is the Fighter Update! If you aren’t on our Discord server yet, what the heck are you doing? You have exactly 24 hours to join our Discord server before I will be forced to send Jared to your house to bite your arm until you do so. Anyways, do you think that hurling spells is for fat bussy slam pigs? Are you an individual and/or collective of in-your-face action? Well, this update is being made, with love, especially for you. Today’s dev blog is a behind scenes look at our current plans for the fighter’s progression tree and the gameplay mechanics that you will have at your disposal as you progress through that tree. 

Before I get into the gritty details, please remember that these are our preliminary plans for the fighter and are subject to change. With that detail out of the way, let us begin. As a fighter, you will have the choice to start with one of three weapons: sword, bow, or axe. The weapon that you choose at the beginning will determine the progression trees that you have access to. Each weapon will have two progression trees to choose from that are unique to that weapon. The progression trees for the chosen weapon will merge back together for levels 8 and 9. Below is an outline of each weapon and their respective progression trees.

Sword: 

  • Starting Damage: 1d6
  • Starting Attack Speed: 1 swing per second (sps) 
  •  Progression Trees: 
    • Fire
      • Set enemies on fire for 1d4 burn damage
      • Increase attack speed permanently by 0.5 sps
      • Gain chance that fire will spread to enemies within 2 units of the player and cause 1d2 damage
      • Increase burn damage to 1d6
      • Increase attack speed by 0.5 sps and increase attack damage to 1d8 
      • When swinging, shoot out a cone of fire 4 units in front of the player that does 1d6 damage
      •  Increase attack damage to 1d10
    •  Ice
      • Slow enemies for 1d2 seconds
      • Increase your amour class (AC) by 1 
      • Gain chance that ice will spread to enemies within 2 nits of the player and cause 1d2 damage
      • Gain ability to freeze enemies in place for 1d2 seconds (Whether they are frozen or not is based off of Constitution (CON))
      • Increase your AC by 1 
      •  Gain chance that frozen enemies will shatter (They will only shatter if their current health is ¼ or less of their starting health)
      • A 1 unit area around the player becomes a constant ice storm (enemies within the storm will be slowed and take 1d4 damage per second) 
    • Combined (Levels 8 and 9) 
      •  Spin to win: Continually spin and deal damage. As the player spins, the players stamina will be drained by 3 per second
      •  Blade rush: Increase attack speed to GOD LEVEL (God level to be determined) and drain stamina while in use.

Bow:

  • Starting Damage: 1d6
  • Starting Attack Speed: 1 shot per second (sps) 
  • Progression Trees:
    • Ranger
      • Increase attack speed by 0.5 sps
      • Increase range by 5 units
      •  Hunters Mark: Apply hunters mark to 1 random enemy at the beginning of every room. Once that enemy dies, it will be applied to the next enemy until the room is cleared. An enemy that has hunters mark will take an additional 1d4 damage
      • Increase attack speed by 0.5 sps
      • Arrows are dipped in poison and damage is dependent on an enemy’s CON
      • Base damage changes to 1d8 
      •  Player will now shoot three arrows in a cone
    • Beastmaster
      •  Summon a random familiar at the start of every room (Wolf, Hawk, or Snake) 
        • Wolf: Starts with 10 health and 1d4 damage
        • Pug Slime: No health. Picks the closest enemy and distracts them. Once that enemy dies, it finds a new one to distract
        • Snake: Starts with 5 health. Sits in the corner and spits on enemies for 1d4 damage 
      • Gain ability to throw traps down that stun enemies for 1 second and do 1d4 damage when triggered. The player gets 1trap at the start of every room and they can have a max of 3 traps at a time 
      •  Increase familiar stats:
        •  Wolf: Increase health to 15
        • Pug Slime: Distracted enemies take 1d2 damage per second
        •  Snake: Spits faster
      • Increase range and attack speed to some yet to be determined values
      • Attacks now have 1d6 chance to charm an enemy. Charmed enemies attack other enemies for 1d4 damage per second
      • Increase base damage to 1d8 
      •  Familiar upgrade: 
        •  Bear: Starts with 20 health and does 1d6 damage 
        •  Pug Horde: Three pug slimes that distract multiple enemies
        •  Baby Dragon: Starts with 15 health and shoots fireballs that can do 1d6 damage
    •  Combined (Levels 8 and 9)
      •  Hail of arrows: Choose a spot and a volley of arrows will come down in a 3 unit area around that spot. Enemies in that area will take 3d8 damage
      •  Scatter: Gain the ability to cause a whole bunch of arrows to bounce around the room 5 times and do base damage when you hit a target

Axe:

  • Starting Damage: 1d8
  • Starting Attack Speed: 0.6 sps
  •  Progression Trees: 
    • Berserker
      • Swings now push back enemies half a unit
      • Attack speed increases to 1 sps
      • Attacks now have a 1d4 chance to heal the player for 1d2 health
      • Gain chance to push back enemies an additional half a unit
      • Increase damage to 1d10
      • Increase healing to 1d4
      •  Second wind: If you get dropped below 1hp, you stay at 1hp until the next hit
    •  Paladin
      • AC increased by +1 and Health Points (HP) increased by +10
      •  Increase attack speed to 1sps
      •  Every time you take damage, there is now a 1d4 chance it heals your allies for 1d4 health
      • Attack now have a 1d4 chance to smite an enemy for 1d4 damage
      • AC increased by +1 and HP increased by +15
      •  Increase your healing to allies to 1d6 health
      • Gain a 1d20 chance that lightning strikes an enemy in the room for 1d20 damage when entering the room. The lightning will chain to other enemies within 3 units of the hit enemy and deal 1d6 damage to each
    • Combined (Levels 8 and 9)
      • Dashes now knock enemies away an undetermined distance, stun them for 1d2 seconds, and deal 1d8 damage
      • Gain ability to drain stamina to become invincible

This concludes the summary of our current plans for the Fighter Update. If you are to take anything away from this dev blog, please take away that any threats of violence that we make against you are genuine and should be taken seriously.

Get DUNJUNGUY

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.