Welcome to the official blog page for Moonrise!
Official Website: https://yyanthire.com/
Play the game Free on Steam: https://store.steampowered.com/app/1297660/Fragments_Moonrise/
Official Trailer:
![Fragment’s Moonrise | #39 Damage, Resistance, Status Effects, Auras, and Elements, Part 6](https://uploads.gamedev.net/blogs/monthly_2020_01/304d11d041dc42fdb607f546972e0296.FM_1v1_2.gif)
Welcome to our thirty-ninth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
Our last posts consisted of us going over Status Effect variables. In this one, we just have a few remaining variables to discuss,…
![Fragment’s Moonrise | #38 Damage, Resistance, Status Effects, Auras, and Elements, Part 5](https://uploads.gamedev.net/blogs/monthly_2020_01/b175f45600904e8fa786d090487319c0.FM_1v1_2.gif)
Welcome to our thirty-eighth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
In our last post, we began to go over various variables for our Status Effects, and what they do. And in this one, we intend on g…
![Fragment’s Moonrise | #37 Damage, Resistance, Status Effects, Auras, and Elements, Part 4](https://uploads.gamedev.net/blogs/monthly_2020_01/4667ed086e924b6da03d863c82acf379.FM_1v1_2.gif)
Welcome to our thirty-seventh blog post!
In prior parts to this series, we’ve been discussing various features on our core gameplay elements. In this one, we’d like to continue that by going over variables in our Status Effects and Aura classes.
Let’s begin by going over the broader subject: Auras.
A…
![Fragment’s Moonrise | #36 Damage, Resistance, Status Effects, Auras, and Elements, Part 3.5](https://uploads.gamedev.net/blogs/monthly_2019_12/large.2249fe425655433886873b36bf69c5b7.FM_1v1_2.webp)
Welcome to our thirty-sixth blog post!
In this one, we’ll be showing off a few more Ability parameters that have been setup for the project, and how they’ll be utilized.
The first one relates to object construction- and this has a fairly universal meaning. Object construction is quite literally that-…
![Fragment’s Moonrise | #35 The Kollusk Barragers](https://uploads.gamedev.net/blogs/monthly_2019_12/10fcf20cb12e4b2bac97dafe8cf6bc16.FM_1v1_2.gif)
Welcome to our thirty-fifth blog post!
In this one, we’d like to go over the Kollusk Barragers, spellcasters based around rapid-fire, slow-moving spells that can rapidly burst down all who stand in their line of fire.
With this boss design, we wanted to design a group of foes one must defeat, with th…
![Fragment’s Moonrise | #34 Damage, Resistance, Status Effects, Auras, and Elements, Part 3](https://uploads.gamedev.net/blogs/monthly_2020_02/631bb21b030e4d59a75bbaa0df2edc7b.BoxArtBanner.png)
Welcome to our thirty-fourth blog post!
In this one, we want to get into some of the more explicit coding behind our Abilities, and the various features behind them that the caster will be able to utilize.
There are a lot of basic aspects- such as Damage, Mana-Damage, Lifesteal, Cast-Time, and so for…
![Fragment’s Moonrise | #33 Damage, Resistance, Status Effects, Auras, and Elements, Part 2](https://media.indiedb.com/images/members/5/4328/4327770/profile/imageofstatuses.png)
Welcome to our thirty-third blog post!
In our previous post, we began to discuss how our Damage, Element, and Resistance features factor into gameplay. In this one, we want to delve into another sort of “damaging” aspect- Status Effects and Auras.
Throughout the majority of content we’ve featured in …
![Fragment’s Moonrise | #32 Damage, Resistance, Status Effects, Auras, and Elements, Part 1](https://media.indiedb.com/images/members/5/4328/4327770/profile/AllElements.png)
Welcome to our thirty-second blog post!
In this post, we thought it would be a good idea to begin to go over various damage related systems, and how they were coded into the game.
The first one is basic damage- its fairly standard: damage is subtracted from the hit target’s health (so long as the spe…
![Fragment’s Moonrise | #31 New Environment Art, part 1](https://media.indiedb.com/images/members/5/4328/4327770/profile/grove.png)
Welcome to our thirty-first blog post!
In this one, we’d like to showcase some more of the art we’ve just completed. Bear in mind, these are only samples so far, and are still a ways away from the official. But we’d like to both show off and discuss a bit of the art direction behind each of the envi…
![Fragment’s Moonrise | #30 Matrix Multiplication, UI Adjustments](https://uploads.gamedev.net/monthly_2019_11/OneVsOne.gif.85206f8f7151032a0139fbb7aa248ce2.gif)
Welcome to our thirtieth blog post!
Where our normal blog posts have typically featured bosses and other various gameplay aspects, we think taking a step into our development process, particularly things that have been changing recently, would be a good idea.
As such, here are some of the…