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    <title>DEV Community: Chapter One Rpg</title>
    <description>The latest articles on DEV Community by Chapter One Rpg (@chapteronerpg).</description>
    <link>https://dev.to/chapteronerpg</link>
    <image>
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      <title>DEV Community: Chapter One Rpg</title>
      <link>https://dev.to/chapteronerpg</link>
    </image>
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    <language>en</language>
    <item>
      <title>Alpha 1.0.3 Upcoming Changes (wip)</title>
      <dc:creator>Chapter One Rpg</dc:creator>
      <pubDate>Sun, 12 Nov 2023 19:07:08 +0000</pubDate>
      <link>https://dev.to/chapteronerpg/alpha-103-upcoming-changes-1mmm</link>
      <guid>https://dev.to/chapteronerpg/alpha-103-upcoming-changes-1mmm</guid>
      <description>&lt;p&gt;&lt;strong&gt;New Features&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Upgradeable Weapons 

&lt;ol&gt;
&lt;li&gt;Use resources to upgrade a weapon and make it more powerful&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Player Magic Weapons

&lt;ol&gt;
&lt;li&gt;Likely will be a staff of some sort&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;NPC Focusing&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Quality of Life&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Improve Input Buffering&lt;/li&gt;
&lt;li&gt;Better display of item stats when examining items in inventory and the crafting menu&lt;/li&gt;
&lt;li&gt;Health meter shows if it's hidden and you strike an enemy&lt;/li&gt;
&lt;li&gt;Mage Meteor Shower too oppresive

&lt;ol&gt;
&lt;li&gt;Make meteors not interupt player&lt;/li&gt;
&lt;li&gt;Reduce frequency of Meteor attack&lt;/li&gt;
&lt;li&gt;Slow down the instantiation of Meteors&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Bug Fixes&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Skinwriting Meter drains at a more appropriate speed&lt;/li&gt;
&lt;li&gt;Fixed Golem Abilities

&lt;ol&gt;
&lt;li&gt;Jumping in air and stomp ground&lt;/li&gt;
&lt;li&gt;Running attack&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Show Pickaxe when mining&lt;/li&gt;
&lt;/ol&gt;

</description>
      <category>alpha</category>
      <category>changelog</category>
      <category>upcoming</category>
      <category>version</category>
    </item>
    <item>
      <title>Alpha 1.0.2</title>
      <dc:creator>Chapter One Rpg</dc:creator>
      <pubDate>Sun, 12 Nov 2023 17:59:28 +0000</pubDate>
      <link>https://dev.to/chapteronerpg/alpha-102-2g6p</link>
      <guid>https://dev.to/chapteronerpg/alpha-102-2g6p</guid>
      <description>&lt;p&gt;&lt;strong&gt;High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;3 new Greatsword attacks

&lt;ol&gt;
&lt;li&gt;Right Click does a charging stab&lt;/li&gt;
&lt;li&gt;Shift attack after 1st basic attack rotates the player around the enemy&lt;/li&gt;
&lt;li&gt;Shift attack after the above shift attack makes the player jump in the air for an execution-style attack&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;1 new Sword attack

&lt;ol&gt;
&lt;li&gt;Right click make the player flip forward and attack&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Implemented Auto Save

&lt;ol&gt;
&lt;li&gt;Auto Save now happens every time the player leaves combat&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Added "Load Auto Save" option to UI&lt;/li&gt;
&lt;li&gt;Add Keybind documentation for Skin Writing Ability&lt;/li&gt;
&lt;li&gt;Player will stop using potion when full health is reached&lt;/li&gt;
&lt;li&gt;Player can no longer drink potions while interuptted&lt;/li&gt;
&lt;li&gt;Added a death animation layer so that it will override all other animation layers and prevent the player from animating after death&lt;/li&gt;
&lt;li&gt;Player's Head IK no longer looks at random spots on the ground&lt;/li&gt;
&lt;li&gt;Update UI for Character panel&lt;/li&gt;
&lt;li&gt;Update UI for Crafting to make it more intuitive&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium-High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Consumable Toolbelt (ex: Potions) now shows a number of how many consumables are left

&lt;ol&gt;
&lt;li&gt;The toolbelt UI will gray out when consumable count is 0&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Unequipping an item that is active and equipped will unequip it from the player&lt;/li&gt;
&lt;li&gt;Equipping a weapon will not affect the equip state of an unrelated active weapon&lt;/li&gt;
&lt;li&gt; Damage text is now more animated (although it still needs work)&lt;/li&gt;
&lt;li&gt; Greatsword is now utilizing colliders for collision detection instead of the old raycast web method&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;(Prototyping) Add music when combat begins for Golem&lt;/li&gt;
&lt;li&gt;Fix Shadows on Firepit&lt;/li&gt;
&lt;/ol&gt;

</description>
      <category>alpha</category>
    </item>
    <item>
      <title>Alpha v1.0.2 - Upcoming Changes</title>
      <dc:creator>Chapter One Rpg</dc:creator>
      <pubDate>Mon, 06 Nov 2023 00:50:07 +0000</pubDate>
      <link>https://dev.to/chapteronerpg/alpha-v102-upcoming-changes-1oid</link>
      <guid>https://dev.to/chapteronerpg/alpha-v102-upcoming-changes-1oid</guid>
      <description>&lt;p&gt;&lt;strong&gt;High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;3 new Greatsword attacks

&lt;ol&gt;
&lt;li&gt;Right Click does a charging stab&lt;/li&gt;
&lt;li&gt;Shift attack after 1st basic attack rotates the player around the enemy&lt;/li&gt;
&lt;li&gt;Shift attack after the above shift attack makes the player jump in the air for an execution-style attack&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;1 new Sword attack

&lt;ol&gt;
&lt;li&gt;Right click make the player flip forward and attack&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Implemented Auto Save

&lt;ol&gt;
&lt;li&gt;Auto Save now happens every time the player leaves combat&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Added "Load Auto Save" option to UI&lt;/li&gt;
&lt;li&gt;Add Keybind documentation for Skin Writing Ability&lt;/li&gt;
&lt;li&gt;Player will stop using potion when full health is reached&lt;/li&gt;
&lt;li&gt;Player can no longer drink potions while interuptted&lt;/li&gt;
&lt;li&gt;Added a death animation layer so that it will override all other animation layers and prevent the player from animating after death&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Health meter shows if it's hidden and you strike an enemy&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Skinwriting Meter drains at a more appropriate speed&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;Player's Head IK no longer looks at random spots on the ground&lt;/li&gt;
&lt;li&gt;Update UI for Character panel&lt;/li&gt;
&lt;li&gt;Update UI for Crafting to make it more intuitive&lt;/li&gt;
&lt;li&gt;

&lt;del&gt;Fixed Golem Abilities&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Jumping in air and stomp ground&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Running attack&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;

&lt;del&gt;Mage Meteor Shower too oppresive&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Make meteors not interupt player&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Reduce frequency of Meteor attack&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Slow down the instantiation of Meteors&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium-High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Consumable Toolbelt (ex: Potions) now shows a number of how many consumables are left

&lt;ol&gt;
&lt;li&gt;The toolbelt UI will gray out when consumable count is 0&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Unequipping an item that is active and equipped will unequip it from the player&lt;/li&gt;
&lt;li&gt;Equipping a weapon will not affect the equip state of an unrelated active weapon&lt;/li&gt;
&lt;li&gt; Damage text is now more animated (although it still needs work)&lt;/li&gt;
&lt;li&gt; Greatsword is now utilizing colliders for collision detection instead of the old raycast web method&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;(Prototyping) Add music when combat begins for Golem and Mage&lt;/li&gt;
&lt;li&gt;Fix Shadows on Firepit&lt;/li&gt;
&lt;/ol&gt;

</description>
      <category>alpha</category>
      <category>changelog</category>
      <category>futureupdate</category>
      <category>version</category>
    </item>
    <item>
      <title>Backlog</title>
      <dc:creator>Chapter One Rpg</dc:creator>
      <pubDate>Wed, 25 Oct 2023 21:50:58 +0000</pubDate>
      <link>https://dev.to/chapteronerpg/backlog-3f4i</link>
      <guid>https://dev.to/chapteronerpg/backlog-3f4i</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;Work Item Prioritized List&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Can interact with things through the wall&lt;/li&gt;
&lt;li&gt;Sometimes the interact text stays after being away from the object you can interact with&lt;/li&gt;
&lt;li&gt;Add Keybind documentation for Skin Writing Ability&lt;/li&gt;
&lt;li&gt;All NPC damage is defaulted to scale with strength currently (including the mage npc's attacks)&lt;/li&gt;
&lt;li&gt;Fix player's head IK he keeps looking at random places on the ground&lt;/li&gt;
&lt;li&gt;Golem

&lt;ol&gt;
&lt;li&gt;Jump ability is broken&lt;/li&gt;
&lt;li&gt;Running attack doesnt hit with the 2nd swing &lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;If health is full player should stop using potion&lt;/li&gt;
&lt;li&gt;You should not be able to drink a potion/switch weapons when knocked down/interupted&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium-High Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Once out of potions, the icon stays there

&lt;ol&gt;
&lt;li&gt;Update the toolbelt when out of potions&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Unequipping item from inventory does not affect what player is wielding&lt;/li&gt;
&lt;li&gt;Equipping an item when there is already an active item will force the player to equip the active item&lt;/li&gt;
&lt;li&gt;Show number next to consumable UI showing the number of potions left&lt;/li&gt;
&lt;li&gt;Will keep rolling/dodging until out of stamina if the movement key is held down while dodging&lt;/li&gt;
&lt;li&gt;Animator inconsistencies between weapons

&lt;ol&gt;
&lt;li&gt;Consume potion, ladders, etc&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Going up hill slows character down by like 75% speed&lt;/li&gt;
&lt;li&gt;No penalty when walking in water&lt;/li&gt;
&lt;li&gt;Animations are jaggy&lt;/li&gt;
&lt;li&gt;All enemies need hit reactions&lt;/li&gt;
&lt;li&gt;Weapons need impact effects&lt;/li&gt;
&lt;li&gt;Damage Text  Add some interesting flare to the animation style (e.g. start out very bright for 0.2 seconds, stay at medium for 0.4 seconds, then fade out)&lt;/li&gt;
&lt;li&gt;Make damage text different colors depending on the type of attack

&lt;ol&gt;
&lt;li&gt;Impact (physical?)&lt;/li&gt;
&lt;li&gt;Damage over time&lt;/li&gt;
&lt;li&gt;Magic&lt;/li&gt;
&lt;li&gt;etc&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Cleanup World

&lt;ol&gt;
&lt;li&gt;Water clips through floor

&lt;ol&gt;
&lt;li&gt;New waves are showing above landscape&lt;/li&gt;
&lt;li&gt;Clips above land near castle&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Trees inside of Rocks&lt;/li&gt;
&lt;li&gt;Sticks on the ground float off the ground&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;Add a real Settings menu page

&lt;ol&gt;
&lt;li&gt;Features:

&lt;ol&gt;
&lt;li&gt;Dynamic keybindings&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Annoying when wanting to control stuff like audio levels&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;When interact shows up, show the key to interact so the player doesn't have to guess

&lt;ol&gt;
&lt;li&gt;Show the interact key next to the text&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Armored Skeleton goes flying sometimes&lt;/li&gt;
&lt;li&gt;Implement Auto Save&lt;/li&gt;
&lt;li&gt;Add Lock-On mechanic for combat&lt;/li&gt;
&lt;li&gt;Add music when combat begins, fade out when it ends&lt;/li&gt;
&lt;li&gt;Add dust effects on the feet of your characters for their combat animations to sell the power of their movement&lt;/li&gt;
&lt;li&gt;Enemy abilities&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Medium-Low Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Game took 57 seconds to create

&lt;ol&gt;
&lt;li&gt;Start loading assets the moment the game is launched&lt;/li&gt;
&lt;li&gt;This is mostly due to the audio library&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Camera clips through rocks&lt;/li&gt;
&lt;li&gt;player appears to clip into the floor as player while walking up hills

&lt;ol&gt;
&lt;li&gt;Look into IK&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;No fall damage&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;Low Priority&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Firepit doesn't damage player&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Fight Mechanics&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Golem&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Lots of health but not complex&lt;/li&gt;
&lt;li&gt;Knight fight was better&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Knight&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;More intricate mechanics compared to Golem&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Mage&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Needs to move around the room more&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Uncategorized&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Cave location is way too dark to see what is going on clearly&lt;/li&gt;
&lt;/ul&gt;

</description>
    </item>
    <item>
      <title>Alpha v1.0.1</title>
      <dc:creator>Chapter One Rpg</dc:creator>
      <pubDate>Wed, 25 Oct 2023 21:35:57 +0000</pubDate>
      <link>https://dev.to/chapteronerpg/alpha-v101-17i</link>
      <guid>https://dev.to/chapteronerpg/alpha-v101-17i</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;Change Log&lt;/strong&gt;
&lt;/h2&gt;

&lt;h2&gt;
  
  
  &lt;code&gt;Un-Categorized&lt;/code&gt;
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Fixed Weapon woosh/strike audio&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Weapon attacks now freeze the player animator temporarily to sell the effect of phyiscal contact being made&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Test Combat music implemented for some boss npcs (Golem)&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;




&lt;h2&gt;
  
  
  &lt;code&gt;High Priority&lt;/code&gt;
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Disabled entryway to room&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Philosopher Room Black Screen&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Disable the philosopher room entry until the gateway logic is resolved&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Hid control until feature is implemented&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Auto-Save does not exist even though death screen shows to load auto-save&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Rename/hide auto-save option until feature is implemented&lt;/del&gt;.&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Removed from drop tables&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Disable Claymore&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Add it back later when there's actually a good plan for it&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Trim "(Clone)" from ends of names | better fix down the road will be to assign name value from json&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Npc names are being displayed with "Clone"&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Added a 0.25 second input cooldown to control logic speed&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Changing weapons doesn't always work&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Holding down weapon/consumable cycle keys will keep cycling&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;That should not happen&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Removed Courtyard key and unlocked door to rocky outcropping&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fixed dodge for Greatsword&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Dodge does not work with greatsword (doesn't work with any weapon but regular sword right now)&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Implemented Skin Writing Mechanic Prototype&lt;/strong&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;del&gt;Plan out Skin Writing Mechanic&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;~~ Attacks fill a meter depending on what style of attack it is~~

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Melee fills meter with melee power&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Magic fills meter with magic power&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;

&lt;del&gt;Maybe special potions can accentuate the meter to some extent?&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;I have no clue whether or not accentuate is actually a word&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt; &lt;del&gt;(Idea) Maybe when the meter is full player, can activate their "skin writing power" and receive a boost to their attack styles based on how the meter was filled&lt;/del&gt;

&lt;ol&gt;
&lt;li&gt;If player maxed out meter using only melee, then melee attacks are boosted&lt;/li&gt;
&lt;li&gt;&lt;del&gt;If player maxed out meter using on magic, then magic attacks are boosted&lt;/del&gt;&lt;/li&gt;
&lt;li&gt;&lt;del&gt;If player maxed out meter using a combination of melee/magic, then melee/magic attacks boosted depending on the meter's ratio of melee/magic&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;&lt;del&gt;Maybe herb concoctions can be consumed to add additional affects like increased attack/movement speed, increased damage output, incoming damage reduction,&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ol&gt;




&lt;h2&gt;
  
  
  &lt;strong&gt;&lt;code&gt;Medium-High Priority&lt;/code&gt;&lt;/strong&gt;
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Disabled and cleared artificial gravity buildup when rigidbody is set to kinematic

&lt;ol&gt;
&lt;li&gt; &lt;del&gt;Ladder teleports the player to the bottom and sometimes the player gets stuck&lt;/del&gt;
&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;li&gt;Randomized Damage Text

&lt;ol&gt;
&lt;li&gt;&lt;del&gt;Damage Text Velocity randomized&lt;/del&gt;&lt;/li&gt;
&lt;/ol&gt;


&lt;/li&gt;
&lt;/ol&gt;

</description>
    </item>
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</rss>
