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Devlog #01

And here it is! The first devlog! 馃幃
Today I'll present to you how the game is progressing, what I'm focusing on, what's already implemented, and what's coming.
I'll also outline the story and provide a basic roadmap, which of course will change over time.

The Prologue of Our Hero

First, let me introduce our hero, whom you might have already seen on social media. It's Warmir, a werewolf with a friendly disposition. But how did he become a werewolf? 馃惡
Years ago, when the war in the land of Walesia hadn't yet ended, during one of the night raids on Bald Mountain, our hero's mother, a known witch, decided to risk everything to protect her offspring by giving him an untested elixir that transformed humans into wolves. After the transformation, she told him to flee into the forest and find shelter there.
Our hero did just that, ran into the forest and waited until the sounds of battle subsided, accompanied only by the full moon... 馃寱
After some time, he returned to Bald Mountain, but found only the smoldering ruins of the village, his home, and the flag of Marzgrod left in the middle of the market square.
Hours and days passed, but he didn't return to human form. One night, his mother appeared in his dream and handed him the Night Wolf amulet. Upon awakening, he noticed that the amulet had materialized and remained in his hand.
For more of his story, you'll have to wait 馃槉.

What About the Technical Aspects?

Now that we know our hero's story, would you like to know what I plan to add to the game?

General Features

First of all, it's an RPG with survival elements, so we'll find an item system, player evolution, and QUESTS known from other games of this type. 馃搾
I'd also like to add a procedurally generated world, which will allow us to explore infinitely distant lands. This will basically enable infinite gameplay, as almost every new element I add can be generated on the fly in our existing map. Of course, there will be elements that will require a new world.
I'd also like to give players the choice of whether they want their world to receive new content continuously or if they want to hold off on that. I should clarify that this doesn't apply to "artistic" content like textures and overall graphics, as these will be updated regularly.

Movement

Our player and all characters on the map move in 8 directions on a grid, as you can see in the gif above. This will give us an interesting experience and allow us to systematize gameplay within certain frameworks.
As for aiming, we also aim in 8 directions using the mouse or controller analog stick. This will make long-range shots with ranged weapons (including some spells) more difficult at significant distances, forcing the player to think through their next actions! 馃き

Health System

Just like in any game with a combat system, there's also a health system. It's already more or less implemented. The hero takes hits and loses health points as well as heals. You can see this in the gif below. Additionally, there will be certain buffs (bonuses) for both healing and losing health, such as slower healing or poison effects with gradual health loss.

Przyjmowanie cios贸w i leczenie gracza

Basic Roadmap

Now that we've covered 2 basic game mechanics, I'll present the basic, totally alpha version roadmap for my game. I plan for followers to have an impact on my game after some time, both through suggesting ideas and participating in testing and bug reporting.
On the website -> game development roadmap you'll find a complete roadmap divided into versions, which I'll be posting on the JBe Games website in the appropriate section with alpha versions available for download.

Stay tuned, follow along, and let me know what you think!
Bajo! 馃槉

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