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Update 1.34 Animation and Effects

Rogue Fable IV · Community Announcements · April 25, 2026

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Hello everyone!

This is the first of what will probably be many updates focusing on animation and effects. As I laid out in the last updates dev notes I really want every little action and ability in the game to POP with its own unique visual effect. Our combat and mechanics at this point are very solid and so I plan to devote a lot of time in this last year of development to really juicing everything up. To make everything look and feel as fantastic as possible before release. I believe strongly that visuals and effects are completely intertwined with gameplay in terms of how the game actually 'feels' to play. I think really nailing the visuals here will really elevate our core gameplay and help take it to that next level.

I honestly had a blast working on this update as, until now, I've had almost no experience working with animations, effects, particle systems etc. I was a bit worried at the beginning, half expecting to run head first into a brick wall and get completely stuck but it has actually being going quite smoothly. Don't get me wrong, I've amassed a massive pile of abandoned or WIP animations that I'm still picking at, hoping to get a break through, but generally speaking I'm finding the process of learning to do this stuff relatively painless. It probably helps a lot that its just so inherently COOL to fiddle with particles and lights and glowy bits.

A ton of the actual dev time for this update was spent getting groundwork ready for future effects. I've now got a much more sophisticated particle system that can handle gravity, collision, bouncing off the floors etc. Particles can spawn particles or change their frames in response to various conditions. I also spent a few days early on writing up a little test system where I can loop an animation in engine (for example player shooting a staff at an enemy), and then tune variables in real time to try to get things feeling juuust right. Added simple pause and slow mo frame stepping functions as well. This has been GAME CHANGING, and I'm really glad I took the time to implement this early on.

Most of the work I did during this update is still in various states of completion and hasn't made it into the update itself. The stuff that has made it in is likely to get iterated on at least a few more times before release. I'm basically learning as I go here so I'm expecting the quality to improve over time as well as the rate at which I can produce new effects. But for now, I'm actually very pleased with what's being added with this update.

Before we get to the update notes a quick shout out to both PRT and Random595 who continue to produce excellent (and mind blowing) gameplay videos on Youtube. Check them out:

https://www.youtube.com/@prt3766

[dynamiclink href="https://www.youtube.com/@Random595"]

General Action Animations:

Ability Animations:

Environment Animations:

Rethlits Casting Sprites:

Rethlit sent me a bunch of really nice alternate sprites for NPCs when they are casting a delayed spell (think smite, fire storm etc). This is def one of those places where I think that graphics, mechanics and UI all sort of overlap. Not only do they look good but they help clue the player into the fact that the NPC is 'doing something'. Once I get some idle casting effects working for the player I'll likely add them to these NPCs as well just to really draw attention to them.

Large Boss Sprites:

We've had the ability to do larger sprites for awhile now, so I spent some time enlarging some of our existing bosses. Pretty simple but it helps sell the importance of the bosses and make them more immediately visually distinguishable from their minions.

User Interface:

Gameplay Stuff:

Bugs and Crashes:

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