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D E S C E N T

  • 33 Devlogs
  • 34 Total hours

A complex datapack designed to test my limits and prove what i can do featuring, two very over the top bosses, a miniboss, a plethora of complex weapons, music and sound design, custom models and animations, custom textures, advanced vfx and more...

Ship #2

hello D E S C E N D A N T S (for anyone new that’s what i call ppl who play D E S C E N T), this was quite a small set of updates i put out to improve the datapack
i added :
an improved guidebook with back buttons
balancing changes
a new magic system
3 unique magic weapons
i would highly recommend checking out the Magician’s Deck, it took the longest by far

  • 6 devlogs
  • 6h
  • 19.45x multiplier
  • 110 Stardust
Try project → See source code →
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2h 21m 53s logged

hello D E S C E N D A N T S,
this weapon took so long but was so worth it

First up, all bloom weapons now take durability accordingly

second of all, this is the magician’s deck, the most complex weapon i’ve made so far

on non flourishing use, it throws out a card that travels, spins for a short period of time, then returns to you, it travels through walls

on flourishing use it shoots 4 cards that ignore i-frames but deal less damage

it’s super fun and very cool

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29m 54s logged

to magic or to weapon, that is the question D E S C E N D A N T S…
this is the kindling, which shoots flames, when flourishing it has a longer range, higher damage, and the flame are blue

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38m 36s logged

well DESCENDANTS, that didnt take long
this is bloom, its the representation of your mana, as you use a weapon, the flower grows, with it lowering when you dont use it, using it too long will wilt the flower, putting you on cooldown for a while
when the flower is at it’s peak, you gain a flourishing boon, which changes how the weapon works
for example, the wooden wand does 3 magic bursts instead of 1, greatly increasing the range, and has a damage increase
bloom is about keeping track of what you’re doing and making sure to maintain a balance

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50m 35s logged

i am back in action DESCENDANTS!
i added some advanced vfx and hugely improved the guidebook so it’s actually usable now
this is now out on modrinth!
working on bloom right now, my take on mana

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Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Ship #1

D E S C E N T was a datapack I made that originally stemmed from a small idea 9 months ago, and I had no clue when i was developing it that it would grow to be this big. Honestly it’s become a project I dreamed about making when i was young and i’m super proud of where it’s come.

Installation : If modrinth has reviewed it, download it from there, otherwise you can download it here : https://github.com/banana-piecake/DESCENT/releases/tag/pre-modrinth

Datapack install : install it in your world’s datapack folder, AND also install it in your resource pack folder, enable both

Mod install : download the jar, install it as a mod in any of the 4 major modloaders (fabric, forge, quilt or neoforge), it’ll work in any world you create.

Only for minecraft java version 26.2

  • 26 devlogs
  • 28h
  • 19.93x multiplier
  • 557 Stardust
Try project → See source code →
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1h 59m 6s logged

hello DESCENDANTS,
this is the last devlog, as D E S C E N T is now ready to ship
i finished all the dialogs
every last one

thank you all, truly, it has been wonderful to work on this, and i hope to release many updates

Ship coming soon

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53m 50s logged

hello DESCENDANTS.
this is gonna be one of the last times i do this b4 shipping

i finished all the boss drop rituals, they all require knowledge to perform, with that, every single ritual is complete

only thing left is to write up the guidebook

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59m 14s logged

helloooooooo DESCENDANTS, we are really close to done

bosses now properly die, summon a rift to the overworld upon death, give music discs with a low chance, and give random knowledge

super close to done

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41m 33s logged

helllloooooo DESCENDANTS

so uh
another devlog

i had a lot of free time okay

i added more rituals
voidtouched blade
voidtouched shovel
ice dagger
fracture
sculk bomb

might go make more lowk :p-67:

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38m 30s logged

hellooooo DESCENDANTS!
finishing off the project now :P:
added knowledge, made bosses load chunks, more general improvements
very close to finishing, just gotta finish off rituals, boss deaths and guidebook

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2h 18m 8s logged

hello DESCENDANTS, it’s been a while

i have made a LOT of small polish and balance changes, but i’ll just go through the two major changes

bloodfell items all have a new passive that buffs you on hit with a small chance, and bloodfell rituals are cheaper and easier

rifts are finished, they send you to the void, where you get items to summon the bosses, the void itself is finally finished, meaning most of the content is done

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35m 47s logged

LET’S GO GAMBLING!!!

runes are a new system of item modifiers, separated into several tiers, which are rolled with a ritual, they can be applied to any item, they’re super fun and offer a lot of build variety (there are 30 of them)
to obtain them you need 4 copper ingots, and 4 rune stones obtained from killing mobs.

might add a way to dupe rune stones later in order to make them less grindy

here you can see me rolling an epic rune on a tropical fish

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43m 36s logged

Hello DESCENDENTS (that’s what you’re called now)

Bloodfell weapons have felt disconnected for a while.
they haven’t had any shared passive.

i considered giving them all bleed, but the double damage is insane.

The way to get bloodfell ingots is obtained through sacrifice, so they now have a new passive, Animosity!

Animosity is the name of the datapack bloodfell weapons were originally planned for, before that was scrapped and moved to D E S C E N T, when you get hit, you have a chance to buff up.

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36m 50s logged

gun.

the starlight is the final weapon of act one, obtained by beating the void guardians, an incredibly difficult duo boss fight, in exchange it’s incredibly powerful, summoning a powerful meteor on hit that explodes on landing.

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54m 52s logged

three for one special today!

so today i made :
ice dagger : shoots a beam that slows enemies hit with an aoe explosion (no damage)
voidtouched blade : random tp on rc with a short cooldown
voidtouched steel (+the ritual for voidtouched steel) : the material used to create voidtouched weapons (basically enderite)

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40m 19s logged

recreating old weapons is fun!
today i remade the cursed cleaver, from this mod https://modrinth.com/mod/a.b.e.-forgery
fun fact! this is the mod where void ripper originated from (or at least the entire concept of the boss, void, movement system, design etc…)
anyways its pretty fun to use and i made it a lil stronger (its still kinda meh in terms of power but thats fine)

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50m 3s logged

Weapon design is so fun :p

today i finished the void fracture, a sword that applies 3 hits post attack, creating wild knockback and unpredictable combos

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17m 22s logged

pretty small day
updated void cull to require you to build 5 or more void stacks, which are applied by voidtouched weapons on hit, and get removed after 5 seconds, the timer resets on hit
(same image as last time i have no clue how to display this in an image)

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1h 3m 23s logged

Keep inventory, a problem as old as time

many mods and datapacks have tried to fix keep inventory, but none fit my situation

so today i fixed that

with the new soulbound enchantment, items dropped on death will return to you after 12 seconds, only if they are still on the floor

https://youtu.be/zDh4c3vDw1o

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47m 7s logged

making “enderite” actually cool, pt 2

(it’s called voidtouched steel)

first things first, i added a new ritual to turn amethyst shards into echo shards, i want items to be assessable, and echo shards are a necessary crafting ingredient, but ancient cities often get looted early, and i keep multiplayer in mind

second i added a new item, the voidtouched shovel, which has a chance to levitate your enemies on hit

i then made voidtouched steel’s passive ability, void cull, which deals 999 damage when an enemy is under 25% max hp, (this will be rebalanced soon)

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30m 24s logged

Enderite always feels like a boring concept to me

everyone does the same thing, a straight upgrade, maybe a teleport ability, but i wanted to be different, to make an upgrade to netherite that gives you a reason to go back to the end without being boring

introducing voidtouched steel, which will be crafted with shulker shells and purpur, making it accessible to all and renewable

starting off we have the Voidtouched Harvester, an upgrade to the Bloodfell Scythe that now has one incredibly powerful dash that removees your gravity for the duration

up next i need to work on the void execution mechanic

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34m 24s logged

this is gonna take a while
Patch notes :
added 3 new sprites, updated creative menu to match
finished D E S C E N T guidebook
updated creative menu
added one new function for an upcoming weapon
updated the dialog menu

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16m 26s logged

rebalanced the absurdly overpowered bloodfell cleaver
it used to do 10 flat damage every 4th hit (magic, so pierces armour) which was busted, now it only does double damage
i have no clue how this was logged as 16m i swear it took 3

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1h 26m 15s logged

Huge day today, lots of content

today and yesterday’s progress:
added THIRTY new enchantments as part of my custom rune system, you can have one per item, some apply effects such as burn or wither, and others are just stat buffs

added the items to the creative menu via a neat trick, however it’s not fully implemented yet

and finally, finished the duo void guardians boss fight, which required me to rework the entire system for every other boss

good stuff, only took about 2 hours, so pretty solid lock in

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8h 24m 23s logged

this has been a long time in the works
i began working on this during stardance, however i forgot to link hackatime so i have spent around 10-12 hours on it (just on coding, that’s ignoring modelling, animating, texturing, playtesting)
if you want to see all the devlogs (to prove my progress ig) see here : https://www.youtube.com/playlist?list=PLPvXzO2e-wn0

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