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New Major Patch: Early Access 0.55.0!!
Hello hello! Are you all having a good new year so far? Has anyone abandoned (or maybe completed?!) their resolutions yet? My 2020 has thus far been full of snow and sickness, though thankfully both gradually disappeared earlier this week. I'm very excited to release update v.0.55 - aka the first update of the year! It's a real big one this time, so I've decided to make this update a bit more fleshed out than usual. The march to v1.00 gets ever closer! Thanks for stickin' with me.
A number of new relationship systems have been added to the game. This is to make building friendships with villagers more interesting and consist of more than just talking to them until their hearts increased to max. The two primary features are social networks and Lockhearts.
Players now earn experience as they perform hobby actions. Experience is earned on a per-hobby basis; this means that fishing makes you better at fishing but it won't make you better at growing mushrooms (like in real life!) I had hoped to also add ability trees but ran out of time. You can still gain experience and ranks in each hobby, but for now it's mostly superficial.
My never-ending war on art rages on unabated. This time I tried to focus on colors and interiors. Beyond improving the look of the overall game, the main goal has been to reduce the overall number of colors to make things feel more consistent. I also added a huge amount of new furniture and decorations to give rooms more interesting and completed looks. Houses are still a bit generic, but it's improving quite significantly. This will be continue to be a constant point of emphasis leading into the final release later this year.
Improving the UI is as important as improving the overall art of the game. I've made a series of small but important changes this release.
For this update I tried to break out each major feature into its own category. These are items that are still important but don't otherwise fit anywhere.
Unfortunately (or maybe fortunately?) the majority of work I've done in the past few weeks has been under-the-hood type of stuff. It's not glamorous or even interesting work, but it's necessarily to set a strong foundation in order to launch v1.0 later this year. The more immediate upside to this is that I've surely (though inadvertently) fixed a number of bugs, performance issues, and other technical snags in the process.
[ 2020-01-23 02:42:45 CET ] [ Original post ]
Hello Villagers!
Hello hello! Are you all having a good new year so far? Has anyone abandoned (or maybe completed?!) their resolutions yet? My 2020 has thus far been full of snow and sickness, though thankfully both gradually disappeared earlier this week. I'm very excited to release update v.0.55 - aka the first update of the year! It's a real big one this time, so I've decided to make this update a bit more fleshed out than usual. The march to v1.00 gets ever closer! Thanks for stickin' with me.
Relationship Changes
A number of new relationship systems have been added to the game. This is to make building friendships with villagers more interesting and consist of more than just talking to them until their hearts increased to max. The two primary features are social networks and Lockhearts.
- A behind-the-scenes "social network" feature allows for your interactions with villagers to influence other villagers related to them
- Villagers now have relationship values with each other as well as the player
- You can now negatively impact your friendship with a villager with actions they dislike
- Several villagers now have Lockhearts that prevent your friendship from deepening until they're cleared
- (Note that many methods for unlocking Lockhearts are not yet available)
- Relationship values have been rebalanced
- New dialogue has been added for every villager, especially for higher friendship values
- New visitors have been added
Player Progression
Players now earn experience as they perform hobby actions. Experience is earned on a per-hobby basis; this means that fishing makes you better at fishing but it won't make you better at growing mushrooms (like in real life!) I had hoped to also add ability trees but ran out of time. You can still gain experience and ranks in each hobby, but for now it's mostly superficial.
- Players now earn XP and rank up their skills based on their actions
- Stamina has been re-balanced - generally, most actions require more stamina than before
- Stamina restoration from food has been increased
- Lowered sickness chance
- Added a number of new dialogue interactions related to your experience and hobby rankings
Art & Graphical Improvements
My never-ending war on art rages on unabated. This time I tried to focus on colors and interiors. Beyond improving the look of the overall game, the main goal has been to reduce the overall number of colors to make things feel more consistent. I also added a huge amount of new furniture and decorations to give rooms more interesting and completed looks. Houses are still a bit generic, but it's improving quite significantly. This will be continue to be a constant point of emphasis leading into the final release later this year.
- A number of trees have received seasonal sprite changes
- The spring tileset is overall more spring-like
- The summer tileset is now more saturated and colorful
- Colors in general should skew more pastel
- Lighting has been adjusted in a number of spots
- Adjusted a number of bad shadows
- Added tons and tons of new furniture items and decorations
- Color and dimensions of more furniture items have been standardized
User Interface
Improving the UI is as important as improving the overall art of the game. I've made a series of small but important changes this release.
- Most notifications now appear as a proper UI element on the side of the screen instead of over your head
- Notifications now persist between screens
- The opacity of several UI elements has been adjusted so it's easier to read
- A few areas of text aliasing have been removed
- The End of Day screen has been reworked and should flow a bit nicer
- IMPORTANT: The game is not saved until it tells you the save is complete, so don't close out until you see that!!
- Certain text and phrases have been standardized
General New Stuff
For this update I tried to break out each major feature into its own category. These are items that are still important but don't otherwise fit anywhere.
- Added a number of new "flavor" creatures throughout the world
- Fish health bars now reflect their remaining HP (before it would decrease at a set value)
- Added a number of few fish, treasures, and critters to collect
- Added a number of new forage items (herbs and flowers)
- Flavor creatures now have more complex behavior
- A number of villagers without homes are no longer homeless
Technical
Unfortunately (or maybe fortunately?) the majority of work I've done in the past few weeks has been under-the-hood type of stuff. It's not glamorous or even interesting work, but it's necessarily to set a strong foundation in order to launch v1.0 later this year. The more immediate upside to this is that I've surely (though inadvertently) fixed a number of bugs, performance issues, and other technical snags in the process.
- Fixed a rare crash related to thunderstorms and blizzard weather types
- Fixed rare crash related to selling some usable items (like food or medicine)
- Fixed a large number of collision issues, particularly with interior furniture items
- Fixed performance issues for lower end Mac and Linux platforms
- Improve randomization elements
- By request, I've added a new feature to Three Wall Island that lets you enable Dev Mode
- (Dev Mode) Press Page Up while in Dev Mode to advance time
- (Dev Mode) Press Page Down while in Dev Mode to advance season
- (Dev Mode) Press F2 while in Dev Mode to bring up debug teleport
- Added a message to the Three Wall Island raft to make it less abrupt
- Steam icon now links to forums, not the Store page
- Fixed camera weirdness when trying to cast your rod
- Fixed a few issues with Glimmer collision and layering while in the mail room
- Fixed several embarrassing typos
- Cleaned up a huge number of other bugs I didn't bother to document because I am a bad developer
[ 2020-01-23 02:42:45 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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