Spellbound! Devlog #01

I’ve decided to start a devlog based on a project that I am currently working on. Note that I have started on this project some weeks prior, but am only recording starting now.

What is this game about?

Spellbound! is primarily a survival based co-op game. However, unlike other survival games, it is not meant to be extremely realistic with hunger, stamina, or thirst bars. I have decided to take a different turn on the survival genre.

In the beginning (or the “lobby”) players can join each others “rooms”, with a max of 5 players per room. During this phase, players have the ability to choose different “classes” (ranging from c-s tiers). Each class has their own unique advantages of abilities.

The main objective upon joining the game is to protect your Life Crystal and survive as long as you can. Without your life crystal, you will no longer be able to respawn (kind of like the bed in “bedwars”)
Enemies, will try to “kill” your life crystal and end your time. Enemies primarily spawn at night, with some exceptions being made.

Players will be able to build defenses that can block or harm enemies in their way. A large variety of spawnable structures will keep the player curious.

Every 5 nights will have a new season (autumn, winter, etc.), and also a boss fight. The new season will indicate different enemies that spawn, new structures, and etc.



Originally, this game was meant to be a story game, but I have instead decided to create different modes for this: Survival, Battles, and Story. The mode that will be fully functional upon release is Survival.

Progress

Random (Procedural) Generation

https://gyazo.com/79738970b0ab67dde9dcfc4996b97889

Building System

https://gyazo.com/03e13dca03c0063d8c51dcf796a575f3

Crafting/Equipping Weapons System

https://gyazo.com/9227377e753913314221b16f34857a73

Magic Abilities System

(You gain more abilities as you progress through the round)

Aqua Mage

https://gyazo.com/f1334ec5d0fe901692e77b451eb5c8ab

https://gyazo.com/074786bf26f7cfac57eeb3044b903249

https://gyazo.com/b7b2d9de1b1f9775c63b04549152a412

Flame Mage

https://gyazo.com/931b1aea498754d9793ef107e8448dd2

https://gyazo.com/51840289430c5a4e3842a20a5ea0120e

Enemies

b

Future Plans / WIPs

  • Structure generation (Chests, houses, shrines, villages, etc.)
  • Different Classes (only flame/aqua mage rn)
  • RNG “Rolling System” for gaining classes
  • Better UI

Feedback

What do you think? (1-5 stars)
  • 5
  • 4
  • 3 (state why)
  • 2 (state why)
  • 1 (state why)

0 voters

Any suggestions, or anything you think I should know/add? Add it down below : D

2 Likes

Also, anyone know how to make gyazo gifs preview instead of having to click on it?

they gotta be smaller than 1 mb, use giphy to upload!

1 Like

Its very nice, I mean honestly I don’t even know how to make the magic abilities, I am even having trouble with setting gui’s position as my mouse’s position lol…

1 Like

i believe all you really need to do is
guiObject.Position = UDim2.new(0, mouse.x, 0, mouse.y)

I like it, but the terrain feels a little too repetitive and bland. Gui could also use work as you stated. Looks good though!

1 Like

That’s exactly what I did, doesn’t work

It works for me, what properties are contained in the Gui Object? Are there anything else that is changing the gui’s position? You can check using ctrl-shift-f

I figured it out, since I made a variable called cursor and setting it to UserInputService:GetMouseLocation() and using the variable cursor as the position, of course it is the same position :grimacing:

1 Like

What do you think should be added to the terrain?

Maybe slight variation in color of trees, different types of terrain sprinkled through if possible.

1 Like