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Stuff done in May:

  Added an encumbrance limit to Lilya's inventory and weight to items. This is based on her Strength attribute, and her bodily weight will also affect it.
 You can drop items and their location will be recorded (at the dot you dropped them). You can return to pick up dropped items at any time.
 Movement around maps was changed so that the "cursor" moves on set paths between dots, this is done so that your movement is tracked realistically through the map (not skipping past things) and sets a standard to build off of for in-game time advancement and random events/encounters (explained later). You can see it here.

June:

  I've only worked on the project the last few days of June (when I really should've been drawing), but both fixed and random encounters were implemented.
 When moving onto an untouched dot you will trigger any active fixed encounter said dot has. There are other kinds of encounters in the form of those that will ambush you, those that will attack if you attempt to interact with anything on the dot, and those that will only attack if you approach(interact with) them specifically.
 When a dot is cleared it will become to possible to face random encounters when moving through that dot. This chance is on the low side.
 Your encounter rate can be changed by your lantern and/or sneaking, and I will also add items, equipment, spells, curses, and effects that can lower or raise it like any other character parameter.
 There's also some niche scenarios where I wanted an encounter to become harder with reinforcements, while also allowing you to find said reinforcements first to prevent them from butting in, so there's the ability to attach two encounters on separate dots and if you defeat them on one dot they'll disappear from the other dot as well.
 Besides encounters, the rest of my time mainly went towards polishing and fixing bugs with the map movement

Timeline for the Demo:

  The images above cover the general list of things to do.
 I decided I liked the idea of in-game time too much so it's the last big thing I'll add to the game mechanics-wise (besides stuff slated for after the demo). Working on the redone map format since April gave me too much time to think about the possibilities. I'm calling it the Action Clock System (ACS) because I like giving things names.
 The ACS will bring changes to a bunch of other things in mainly two parts: Things that move time forward, and things that will now work off of in-game time.
 Movement, interaction, item usage, combat, among other things will pass time.
 Status effects and certain flavor text events (like burping from bloat) will work on timers and such.
 There are other mechanics that can be added like puzzles, obstacles, or quests involving time limits and delayed-onset curses. Status effects can now be active for longer and won't be split between map and combat (previously, things like poison would end when combat ends).
 Some additional changes will be needed like tracking active states outside of combat or the clock UI being more dynamic to be accurate.

  After the ACS some other things still need to be added that I thought would be better to do after the ACS was done. Namely some unique tools and scrolls, stealth interaction with fixed encounters, and adapting trap mechanics to the new dot format.
 Stealth interactions involve being able to sneak past certain fixed encounters, or the ability to interact with things on the same dot without alerting enemies. 

  Once all that is done I'll be able to go back to where I was a couple months ago and remake all the demo maps in accordance with the new systems and mechanics.
 I also listed out what is going to be needed for art assets and writing in the 2nd and 3rd pic above.
 Given that information, the ACS still waiting to be done, the Ame/Kangel sequence, and various poll results that still need to be drawn, I'm going to put the next deadline at "before the end of the year". However I'm more excited about how the game can turn out now since it's turned into something much cleaner and more polished than what it was going to be.

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Comments

T. Clark

Super pumped about the game, I'm always excited to see any content from you , game dev or art

jabthebear

Glad to hear things are going well on the game dev side. Wish you luck with your efforts!

Phat94

Does the encumbrance system mean you can make Lilya immobile via the game mechanics? If her body weight is too much for her strength characteristic?

orristerioso

No. Weight is not counted directly into encumbrance, but will probably lower the encumbrance limit. She'll just be able to carry less stuff.