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Building a Village 06/15/2018 - New Furnishings
Each release I try to at least make an effort at adding new furniture and decorations, but this past week I sat down with purpose and added a whole bunch at once. You can now find pumpkin garland, teddy bears, dinner plates, instruments, rugs, plants and a whole bunch more stuff. Villagers having many more options to decorate their homes means that you do, too!
(Not literally, though; I fixed the bug that allowed you to rob villager homes stupid of furniture and items.) Everything you find in a villager home can be bought at the store and used in your house, but if you see something you really like you could always wait until the Spring Cleaning event and haggle for it with the villager themselves!
I’ve written lots and lots of dialogue so far, but that’s really only the first step – after all, you probably want to read dialogue in a game, not an Excel spreadsheet, right? Lately I’ve found that implementing dialogue has been a great way to come up with new ideas and systems. This has turned into a very jolly feedback loop where I’ll write some words, get an idea, prototype the idea, and then write even more words! Here are some examples of things I’ve worked on or plan to soon
I talk a lot about dialogue, and it’s for a good reason: I’m writing an awful lot of it! But it’s not always easy to share screenshots of dialogue – it’s often not very interesting to read out of context, and of course I’d prefer you to discover villagers and their personalities in-game for yourselves. So! Here’s another way of sharing my work: stats and charts! Who doesn’t love stats and charts? Right? …right? :( Ok, well, let;s first look at dialogue sets I’ve created per villager
Here we can see that most villagers currently have about 20 different things to say – though some have far less and a few have far more. This is a result of my preference of picking a different villager every few days and writing a bunch of text for them while ignoring the others. My unofficial goal is to have 100+ different things for each villager to say, so I best get back to writing soon!
This next graph breaks out topics by category. Unsurprisingly, general topics are the most common followed by seasonal topics, story, weather, and village gossip. The goal here isn’t necessarily balance – after all, there’s only so many things you can say about rain – but I do want to make sure there are no underrepresented topics.
We’ll end with a simple one – a word count of the script. At 11,000 words we’ve smashed short story status and we’re all on our way into novella. Will we reach novel status before release? It seems terrifyingly likely. That’s it for this week! Before I leave you, check out a sneak peek of a few (very!!) work-in-progress pictures of the new logo. I’m not sure which direction I like most yet, but you can hopefully see where I’m going with it.
[ 2018-06-18 03:25:35 CET ] [ Original post ]
Happy Summer, villagers!
The days are getting longer and hotter here at Village Monsters HQ, and that makes it easy to tell I’m a game developer: all I want to do is spend my days inside working on a computer.
As with previous weeks this is a very dialogue focused update, but I also managed to sneak in some new furniture and decorations, so let’s get to it!
New Decorations
Each release I try to at least make an effort at adding new furniture and decorations, but this past week I sat down with purpose and added a whole bunch at once. You can now find pumpkin garland, teddy bears, dinner plates, instruments, rugs, plants and a whole bunch more stuff. Villagers having many more options to decorate their homes means that you do, too!
(Not literally, though; I fixed the bug that allowed you to rob villager homes stupid of furniture and items.) Everything you find in a villager home can be bought at the store and used in your house, but if you see something you really like you could always wait until the Spring Cleaning event and haggle for it with the villager themselves!
Smarter Conversations
I’ve written lots and lots of dialogue so far, but that’s really only the first step – after all, you probably want to read dialogue in a game, not an Excel spreadsheet, right? Lately I’ve found that implementing dialogue has been a great way to come up with new ideas and systems. This has turned into a very jolly feedback loop where I’ll write some words, get an idea, prototype the idea, and then write even more words! Here are some examples of things I’ve worked on or plan to soon
- Villagers can now wake up in special ‘states’ – like being sick, grumpy, energetic, and so on. This’ll change their dialogue for the day.
- Certainly topics of conversations are now reserved for higher friendship levels. This includes personal stories, juicy gossip, and lore about the world.
- Spoken conversations are now more gradually reshuffled back into list of available topics. This further minimizes repetitious dialogue and encourages finding new conversations if you frequently talk with a villager.
Dialogue Don’t Stop
I talk a lot about dialogue, and it’s for a good reason: I’m writing an awful lot of it! But it’s not always easy to share screenshots of dialogue – it’s often not very interesting to read out of context, and of course I’d prefer you to discover villagers and their personalities in-game for yourselves. So! Here’s another way of sharing my work: stats and charts! Who doesn’t love stats and charts? Right? …right? :( Ok, well, let;s first look at dialogue sets I’ve created per villager
Here we can see that most villagers currently have about 20 different things to say – though some have far less and a few have far more. This is a result of my preference of picking a different villager every few days and writing a bunch of text for them while ignoring the others. My unofficial goal is to have 100+ different things for each villager to say, so I best get back to writing soon!
This next graph breaks out topics by category. Unsurprisingly, general topics are the most common followed by seasonal topics, story, weather, and village gossip. The goal here isn’t necessarily balance – after all, there’s only so many things you can say about rain – but I do want to make sure there are no underrepresented topics.
We’ll end with a simple one – a word count of the script. At 11,000 words we’ve smashed short story status and we’re all on our way into novella. Will we reach novel status before release? It seems terrifyingly likely. That’s it for this week! Before I leave you, check out a sneak peek of a few (very!!) work-in-progress pictures of the new logo. I’m not sure which direction I like most yet, but you can hopefully see where I’m going with it.
[ 2018-06-18 03:25:35 CET ] [ Original post ]
Village Monsters
Warp Dogs
Developer
Warp Dogs
Publisher
Oct 2018
Release
Game News Posts:
77
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Positive
(16 reviews)
The Game includes VR Support
Public Linux Depots:
- Village Monsters Content (Linux) [322.3 M]
Have you ever wondered what happens inside the world of an abandoned video game? All those NPCs with their artificial lives...what happens to them after the game is powered off for that final time?
Village Monsters is a relaxing life sim game set in one such world.
You play as someone booting up the game for the first time in decades only to discover that it is nothing like you remember.
The monsters that were once enemies have thrown away their weapons and have settled down in a peaceful village of their own making.
Stranger still, they're inviting you to come join them.
At its core, Village Monsters is a lowkey, relaxing village life experience.
There are no farms to manage or meters to monitor, and on an average day you'll have complete freedom to do whatever you want.
This is a game that celebrates leisure, so you'll find no shortage of activities and diversions to discover each day.
The world of Village Monsters may be digital, but that doesn't stop it from feeling alive.
From sunrise to sunset, you'll find a world that changes all around you. Sparrows fly overhead during the day while owls patrol the night. Villagers hang out at home while it it's raining and go shopping for new furniture after it clears.
There are countless little details for you to discover as you explore the game and its simulated systems. In fact, you'll be frequently encouraged to experiment with these systems to see how they interact with you - and each other.
The premise of exploring an abandoned video game serves as the jumping off point for creating an interesting and unique story.
The village has always been a peaceful sanctuary, but the world outside has been showing increasing evidence of disarray.
Glitches and faults have become more common, and there are even rumors that entire areas have gone missing.
It's as if the digital foundation itself is collapsing, and as an external force you may be the only one capable of finding out what's going on.
Village Monsters is a relaxing life sim game set in one such world.
You play as someone booting up the game for the first time in decades only to discover that it is nothing like you remember.
The monsters that were once enemies have thrown away their weapons and have settled down in a peaceful village of their own making.
Stranger still, they're inviting you to come join them.
At its core, Village Monsters is a lowkey, relaxing village life experience.
There are no farms to manage or meters to monitor, and on an average day you'll have complete freedom to do whatever you want.
This is a game that celebrates leisure, so you'll find no shortage of activities and diversions to discover each day.
- Personalize your very own home with furniture, decorations, and upgrades. Plant a garden! Install a secret room! Sit on a golden throne you found in the woods!
- Get to know dozens of whimsical monster neighbors, each with their own personalities, activities, and problems to solve.
- Pick up a new hobby, like fishing, critter collecting, botany, archaeology, or cooking, then donate your findings and creations to the Historical Society of Monsters.
- Leave your mark on the village by unlocking new buildings and influencing its development over time.
- Fill out your daily routine with activities like shopping, talking with villagers, watching TV, hunting for mushrooms, and so much more.
The world of Village Monsters may be digital, but that doesn't stop it from feeling alive.
From sunrise to sunset, you'll find a world that changes all around you. Sparrows fly overhead during the day while owls patrol the night. Villagers hang out at home while it it's raining and go shopping for new furniture after it clears.
There are countless little details for you to discover as you explore the game and its simulated systems. In fact, you'll be frequently encouraged to experiment with these systems to see how they interact with you - and each other.
- An immersive day / night cycle where everything has a schedule to keep - the villagers, the birds, and even the flowers.
- Dynamic weather changes including dozens of distinct weather types ranging from clear skies to thundersnow.
- The world changes with the seasons, and you can expect activities, items, creatures, and even music unique to each month.
- A packed calendar full of holidays ensures that every week brings something new. Enjoy events like the monthly Critter Safari, the springtime Good Egg Day Feast, and the Pumpkin Patch Bash.
The premise of exploring an abandoned video game serves as the jumping off point for creating an interesting and unique story.
The village has always been a peaceful sanctuary, but the world outside has been showing increasing evidence of disarray.
Glitches and faults have become more common, and there are even rumors that entire areas have gone missing.
It's as if the digital foundation itself is collapsing, and as an external force you may be the only one capable of finding out what's going on.
- Explore a digital land that’s been transformed by its abandonment.
- Experience a unique story told through unusual methods such as via item descriptions, overheard conversations, and anomoly research.
- Help unravel the unknown by investigating and solving Mysteries, a unique type of quest system.
- Complete a massive compendium that logs your journey through the game. Use it to track Mysteries, collectibles, secrets, and triumphs.
MINIMAL SETUP
- OS: Ubuntu 12 or Higher
- Processor: 2 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB
- Storage: 512 MB available space
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