Hello everyone, after 9 months! 🙂
With this devlog, I’m officially marking the completion of version 0.2 of Tales of Elondria!
I won’t go into full detail and bore you, but let’s just say I’ve been through quite a few phases in my personal life — some motivating, some not so much.
I continued developing Tales of Elondria until around June–July, then took a long break. Recently, I picked it up again. There was a big, stupid bug, but I finally solved it!
I’m planning to continue now — not as intensely as before, but I’ll keep making steady progress. I’m definitely not giving up on Tales of Elondria.
Development Progress
Let’s pick up where I left off.
I finished creating full armor sets for all three tiers:
Heavy
Medium
Light
And I also added several weapon types:
One-handed axe
One-handed sword
Two-handed mace
Bow
Crossbow
Dagger
Shield
Spear
Staff
(You might notice I don’t have two-handed swords or axes yet — they’re planned, just not added for now.)
After that, I created all the item assets and distributed them — some are sold in shops, others drop from NPCs. I also implemented a semi-randomized loot system, so every dropped item comes with unique stats.
Next, I added right-click item interactions: you can equip, unequip, eat, or drink items directly from your inventory. Eating and drinking now also have sound effects.
City Guards & Patrol System
Then came a new NPC type — city guards.
They patrol cities for hostile animals and bandits. Guards work in shifts, and the number of guards scales with the city’s size. Larger cities, more guards.
World Map & NPC Portraits
This part… was a real pain.
I started building the full world map with all biomes and cities — and that took forever. But it’s finally complete!
Below you can see a few screenshot from different part of the map.Â
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After that, I created NPC portraits for every race and role — caravaners, fishermen, villagers, city guards, and more — for Orcs, Revenants, Dwarves, and Elves.
Then I made player portraits for every race and gender, so the character creation screen is now fully functional.
Combat & Factions
Next, I moved on to ranged combat.
Bows and crossbows are now fully functional, and NPC hunters can use them too.
Then came a brand new faction: the Gray Wolves!
They’re inspired by ancient Turkic–Mongolic tribes — living in yurts scattered across the map.
They feature two NPC types:
Warriors, who use bows and arrows.
Kams, who cast fireballs and summon celestial wolves.
In their yurts, players can shop for unique gear.
For this faction, I also collaborated with a musician from Germany to create their throat-singing inspired theme music — something I’m really proud of.
Food, Drinks & Survival
I introduced drinks (starting with water) and their effects when consumed.
Then came alcoholic beverages, beginning with Ale.
Ale brings both a buff and a debuff:
Drink too much → you get drunk.
Drink just enough → you gain a charisma buff (liquid confidence, basically).
I also implemented hunger and thirst consequences — if either drops to zero, your health will start decreasing over time.
Skill System & Magic
After that, I started working on the skill system.
I created all the skill trees — including professions and weapon specializations.
I began with the weapon skills (basic attacks) and then fully implemented the Fire Magic tree.
Magic in Tales of Elondria works a bit differently:
All spells share a global cooldown, but each consumes specific resources — like herbs or other ingredients (e.g. human bones for necromancy).
So every spell costs something tangible to cast.
The more you use a specific skill tree, the more experience you gain in it — eventually earning skill points to unlock new spells.
Back in Action
So here I am — back to developing Tales of Elondria!
I’ll try to post updates monthly again.
For now, thanks for reading — and I’ll talk to you all next month! 🙂
