This is a Developer Diary for Tales of Xdripia: The Seventh Amulet. Production continues on Unreal Engine 5.8. Official site: talesofxdripia.com.
This update is about the world growing at real scale, and about making combat feel right at every iteration. A new lakeside area has taken shape, Brad has a new shield, and melee is now checked with automated tests.
What changed
A lakeside area in the real-scale world. A new lakeside area has taken shape on the real-scale world map: a basin carved into the terrain, a dedicated water material, a bell tower as a landmark, and a first vegetation pass of hornbeam woodland, grasses, sedges and boulders.
Brad's carved wooden shield. Brad has a new carved wooden shield, modeled in Blender and brought into Unreal Engine 5.8.
Niagara on Limits and combat. We completed a new Niagara VFX pass on special moves (Limits) and combat, together with new attack animations fitted to Brad.
Combat under automated tests. Melee combat is now checked with automated test sessions: light combos, heavy attacks, kicks, running and aerial attacks, against a test boss and several targets.
Still in progress
- The lake area is a first pass with vegetation, with no art polish or final lighting yet.
- Combat VFX and animations are being balanced and checked for timing, contact and readability.
Why it matters
Xdripia's world grows at real scale one area at a time. Automated tests let us refine combat feel on every iteration, instead of relying on manual playtests alone.
Further reading
- Seventh Amulet Dev Log: Verdalia terrain, quarry greybox, and title screen polish
- Project page: Tales of Xdripia: The Seventh Amulet
Tags
#SeventhAmulet #TalesOfXdripia #UnrealEngine5 #Niagara #GameDev #IndieDev





