Home Artists Posts Import Register
Join the new SimpleX Chat Group!

Content

Hello all!  Just to warn you up front, I think this is the longest devlog I've ever written.  As you'll see below, I worked on a ton in the last 7 days.

At this point, I thought I'd be in a good point to have people try my game out, but unfortunately, I think I'm a few days off.  I'm hoping that by the weekend, I'll have enough there for people to try the game out, but I can't guarantee it.  If you'd be interested in trying it out when I need some feedback, please let me know via comment/message/discord/etc.

This week I worked on the HUD, the concept of growing crops, and the shopkeepers.  

Here's an info graphic showing off the most important parts of the HUD:

All this stuff works, but it ain't pretty yet.  For example, here's a picture of the map:

And here's the journal:

This is all functional, too.

Some day, I might make a goal to have every shop keeper look different, but right now, I don't even have a single shop keeper, so I reused Eva.  She'll explain:


Re: crops:  You can go to the field and choose what you want to grow, then when you go to sleep, you can get your crops the next day.  These crops can be sold to shop keepers for money, and you use that money to buy items you can't grow.  For example, you can grow wheat, sell it to the bakery to get some money, you can go to the general store and buy a fishing pole with that money (everything to the left of this is implemented, everything to the right is not), take that fishing pole to the river, catch a fish, and give it to Mia the catgirl as a gift to gain some friendship with her.  Right now growing crops is not a mini-game or anything.  

You just tell Eva what you want to grow and get it the next day when you visit the field again.  Hopefully it can be a mini-game in the future.

Anywayzies, here's the official devlog:

  • Create a map icon
  • Transitioning from the futuristic bedroom to the new bedroom crashes (probably related to simstatus) - Fixed... I honestly don't remember what the issue was, but it doesn't happen anymore.
  • Create a map
  • Create a scene for each map location
  • The map icon should not be clickable during conversations
  • When the map is not clickable, it should look gray
  • Clicking anywhere off the map closes it. - Oh, I forgot to mention this in the info gram. I should probably make a visible close icon, too.  I'll put that in my backlog.  Thanks self. 
  • Pressing escape when the map is open closes it
  • Move HUD content into a HUD directory
  • Delete the Quest Machine library - So it turns out this dialogue library I'm using comes with quest functionality.  It's not as in depth as Quest Machine, but after some discussions with the dialogue library creator, we both came to the conclusion that the quest functionality that comes with the dialogue library is all that I need for the game.
  • Create a journal icon
  • Move everything shared under one prefab
  • Clicking on the Journal icon should open up the journal
  • The journal should be readable in high resolutions - The dialogue library comes with a journal, but it's meant for low resolution screens so I had to figure out how to increase the size of the text or it would be too small to read.
  • When Eva mentions the field, you should get a quest to visit the field
  • When Eva mentions the town, you should get a quest that says to go to town.
  • When the HUD icons can't be selected, because then it looks like you aren't hovering over them. - I have no idea what the fuck I'm saying here, but I'm not going to delete this line because it makes me laugh.
  • Add a Quest HUD
  • The journal now uses some black fonts so they look better on white backgrounds
  • The quest log now works after you go to a different scene
  • You should only be able to say "goodbye" to Eva after asking her what to do next. - To put this another way, you can't leave the first conversation with Eva without getting a quest first.  Some people like to skip all text, and I didn't want those people to be lost and wonder what to do next.  
  • At the end of your new bedroom conversation, Eva should stick around so you can click on her and continue to ask questions. - Similarly, somebody may exit the conversation and think, "Wait, what did she say again?"  This lets you go back to the conversation.  Before she would exit the screen so you couldn't talk to her after you ended it the first time.
  • Eva should not be interactive when in the middle of a conversation
  • Center Eva on the screen when she stops moving so that the "click to interact" is centered on her
  • There's some strange popup when you hover over Eva at the center of the screen.  Figure out what this is and get rid of it.
  • The response menu should be above the subtitles so people that skip can understand what question they're answering - not done.  I tried to do this, but I think it looked really weird.  It's probably something I'll do eventually though.  
  • When you visit the field, you should complete an entry in the quest
  • Remove the scenecontainer animator from each scene
  • Eva should appear when you visit the field
  • Check that your response choices are saved when you go from one scene to the next. - I meant that they should stay grayed out if you've seen the message before.
  • When you visit the field, activate a quest entry to plant crops
  • Create a UI to represent your energy
  • You can take 3 actions in a day (at first, visiting a location will count as an action) - Right now, each time you change locations you spend an energy point.  I'm 99% sure I won't leave it this way because I don't think it's very fun.  I'll probably make it so "significant events" (whatever that means) drain your energy instead.
  • If you have no energy, you can only visit your bedroom
  • In your bedroom, you can sleep to reset your energy.
  • When you plant your first crop, complete the quest about planting crops
  • Edit the field joke
  • Bug: The close map button stays active when you click on a map button.
  • Keep track of what day you're on
  • The day/energy UI should be behind an image so it is easier to see
  • The "sleep" button should change colors on hover
  • When you're growing a crop, you can't grow another one
  • Eva can tell you when your crops will be ready.
  • Eva can tell you which plant you're growing
  • When you have grown crops and you show up the next day, Eva will tell you your crops are ready.
  • Bug: The sleep and restore energy button is in front of the map and does not fade to black when you click on it.
  • When your crops are ready, they go into your inventory
  • When you visit any town location, you should complete the "visit town" quest
  • Bug: In the journal, each quest is named "active quest" instead of the name of the quest.
  • Give a hint on the "visit town" quest that you should check out the alley.
  • There is a shopkeep at the bakery
  • Hide the HUD until you can use it. - I didn't want the HUD to be available at the very beginning, only when you're able to interact with the world and visit locations.
  • Show how much money you have
  • You can sell wheat for money
  • You can sell eggs for money in the bakery
  • You can sell wheat for money at the bar.
  • You can sell coffee beans at the coffee shop
  • The shopkeep can enter from the right
  • The shopkeep should be present in the bar
  • The shopkeep should be present in the coffee shop
  • The shopkeep should be present in the clothing store
  • You can buy shoes from the clothing store
  • You can buy a sweater from the clothing store
  • You can buy beer at the bar
  • You can buy vodka at the bar (if you've sold them wheat before).
  • You can buy a model airplane at the general store
  • You can buy a fishing pole at the general store
  • You can buy a cake at the bakery
  • There is an employee at the pet shop
  • You can buy cat food at the pet shop
  • You can buy salt lick from at the pet shop
  • You can buy sunflower seeds at the pet shop
  • You can buy coffee at the coffee shop
  • You can buy tea at the coffee shop
  • Make sure all buy/sell options are in the middle of the shopkeeper's conversation

Cool, cool, cool.  Hope that sounds fun.  Next I'm going to work on putting Mia in the game and implement the first narrative quest.  See my last devlog for what I mean by narrative vs non-narrative.  I'd say all the above are non-narrative.

Hope you're all having a great week.  Remember to let me know if you want to try the prototype!

Comments

Madking2

THe green/red blocks for the energy are ugly, if it doesn't change during the game and you always get 2 daytime and one night, maybe make them sun and moon icons so players can see the progression of the days better