Having fled the destruction of his people, and shipwrecked on an island, our hero must rebuild, survive, and thrive. An isometric survival RPG without the survival. Collect resources and craft items and weapons. Build a settlement on your island. Hunt in the darkest forests, or slay the undead in the cursed crypts. Explore, claim and restore the blighted islands and become a Jarl worthy of the sagas.

Post news Report RSS Dev Diary - Alone - Tribe - Companion

This week I worked on implementing Companions for the next milestone of Alone.

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Howdy,

So this week I worked on Companions. Companionship is one of the tasks you can grant an unlocked Blood Brother through the assignment interface. Unlike the other assignments, where they collect resources or help with crafting, this one is a bit more hands on...

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Companions will join you when exploring dangerous areas, offering you support with their bow as you fight the various dangers you'll come across during your adventures.

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Companions will not be attacked by your enemies, so you don't need to worry about them getting hurt.

Their skills scale proportionally to your own, but to get them better weapons, you'll need to upgrade them - which is a feature for the near future.

In order to prevent some exceedingly obvious exploits, there's a limit to how much a companion will do for you.

Each enemy collects an amount of "aggro" - based on their actions. Every time they make an attempt to hurt the player (regardless of whether it hits or not), they accrue a point, and every time the companion makes an attempt to hit them, this goes down. For the most part this will be entirely seamless and the companion will be a helpful force in fights. However if you try to bait your companion into killing all your enemies whilst you do nothing, it won't succeed.

So that's about it for this week. There are a couple of additional features I need to implement related to the companion, but after that I'll work on the tribal village.

Til then

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