Dev Log #9 — First Ability System (Magickness™)
This is a turning point in development.
Up to now, most work has been focused on systems:
- stats
- UI
- combat structure
- player flow
Dev Log #9 is where those systems start becoming actual gameplay.
What Changed
The first unlockable combat ability has been implemented and integrated into the animation system.
Key Work:
- Ability activation logic
- Animation blending with locomotion
- Combat system integration
- Early gameplay testing
The Challenge: Blending with Locomotion
Abilities can’t feel disconnected.
They need to:
- transition cleanly from movement
- maintain responsiveness
- avoid breaking flow
This required careful blending inside UE5’s animation system to ensure:
- no snapping
- no input lag feeling
- consistent player control
Design Direction
Abilities in Magickness™ are not fixed loadouts.
They are designed to be:
- discovered through gameplay
- combined into new mechanics
- evolved over time
This first ability is the foundation for that system.
Why This Matters
This is the shift from:
“building systems”
to:
“creating gameplay”
Everything from here becomes more visible, testable, and improvable.
Dev Log Video
Project Links
https://magickness.com/
https://ko-fi.com/domtechgaming
Magickness™ is being developed for an adult (18+) audience to maintain a focused, mature community environment during development and beyond.
Top comments (0)