First off we hit 10,000 followers on Twitter, which was pretty cool! Thank you all for the support!

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Procedural Sample 1





Procedural Sample 2





Procedural Sample 3

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Thanks for that, all credit goes to our Artist, you can check out most of his stuff on our Twitter Just to give you guys an update, it's been a while so let's just get going...Finally got a custom save solution working with JSON. I'm using the new JSON tool that comes with Unity, and so far I've seen no main issues with it, and seems to work pretty fast. There needs to be some more optimization on my side but so far it does what it needs to do YAY!The leveling system has now been built in, including the main bulk of all the editable stats in the game. It's allowed us to get a clear idea of what leveling up feels like. It's also given us a clear direction on how stats will be distributed.Gaining favor from enemies has also been implemented which works in tangent with our Alignment system. What is an Alignment? well.. it's an item that you equip, once equipped it will grant you a set of boosts to your stats, but also have a penalty that comes with it. So far, so good, these will be main our main penalty / reward system that uses favor as a catalyst. We're hoping to include some more as we go along, here's some screenshots that probably help explain it better.Finally adding some extra bits to the level generator, even though I've only just added some extras today but I'm glad that the bulk of it was done quite a while ago, and now it's just beefing up the tool set. So glad that we could potentially have some procedural generated maps into the game!I've also been spending a lot of time on building my own tool sets for Unity, it's now become necessary as part of my workflow to have a custom inspector or a custom window. I created a sort of "Node" editor to help assist in creating a template for particular layouts, luckily this same system was compatible with the Procedural Maps and also the Procedural Skill Trees. Each number represents a shape, each number can also be connected to each other to make different combinations.Got skill trees implemented into the game as well, which are procedural generated with every Amulet you pick up. This is probably not going to be the final way it looks, but it seems to be working quite well. All images below represent different shapes that can be produced for a skill tree. Each circular point represents a different type of stat benefit, HP Increase, Stamina Increase, Axe Damage, Defence Increase etc.Think that's it, there is some more stuff, but I don't think I could provide some screenshots for them, so will save them to later!