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Seventh Amulet Dev Log: Wall Jumps, Brad's Coat and Fog That Reacts to You

Brad can now wall jump, his coat reaches version 15 with a reworked fit and cloth simulation, and a first test of interactive ground fog parts and swirls as characters move through it — while automated combat checks continue. Built in Unreal Engine 5.8.

Arcadian Pixels cover for Seventh Amulet Dev Log: a hooded traveler in a long coat mid-wall-jump between stone walls, with low ground fog swirling, no game screenshots

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 movement that feels more physical, and about the world starting to respond as you move through it. Brad can now wall jump, his coat has a new fit, and we are testing ground fog that parts as characters pass through it.

What changed

Wall jumps. Brad can now wall jump: a new movement system lets him kick off walls to reach higher ground.

Brad's coat, version 15. Brad's coat reaches version 15, with a reworked fit and cloth simulation for more natural folds and motion.

Fog that reacts to you. We ran a first test of interactive ground fog: it parts, trails and swirls as characters move through it, driven by a small real-time fluid simulation.

Combat checks continue. Automated combat checks continue, with recorded runs and combo validation.

Still in progress

  • The interactive fog is a prototype in a test level. Its look and how it will sit in the maps are still being evaluated.
  • Wall jump and the coat still need in-context polish, including transition animations and cloth collisions.

Why it matters

More vertical movement and environments that respond to the player make exploration feel more physical and alive.

Further reading

Tags

#SeventhAmulet #TalesOfXdripia #UnrealEngine #UE5 #GameDev

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