Looks like October has come and gone here, time for another look into development. Theres been a lot of work going on, but not a lot of standout developments to really dig into. Last month I talked a bit about combat and showed off a few monster designs. Work is still proceeding on that front, but my attention has turned pretty squarely onto this next small patch. Its been a bit since Verdant Village has seen a patch. Admittedly that is my fault. I meant to be a little more frequent with patches, but the changes I wanted to make kept growing/giving me weird issues to deal with. First and foremost, there are a number of bug fixes or changes to smooth out smaller issues. Aside from that, gates are being added in for placeable walls. These took longer than expected. I believe I said before that Ive had them partially implemented but I paused on them for reasons I didnt remember. Well, when I went back to finish the job I remembered why I stopped. In short, they have not been easy to get working, and involved a fair bit of tinkering to get them figured into the existing wall code. Aside from that, the other big change is alchemy which is more wide reaching both in the current game and the future. Ive been analyzing a lot of how Verdant Village is constructed. One of the things I looked at was quests. A lot of quests were setup to give alchemy recipes (and combat components but thats less important). I decided I didnt like this. While it might make sense for Quent or Petra to give you an alchemy recipe it didnt make much sense for most of the other characters. Because of this, the next patch is changing alchemy. Instead of being handed recipes youll be doing something that is far more in the spirit of alchemy as I see it. The alchemy UI will have a new section that allows you to mix and match items to discover recipes on your own. I figure this would make more sense in terms of gameplay and it keeps quest rewards from just becoming more of you getting a random recipe. I figure thats a little more passable with things like cooking recipes since cooking is a common skill. However, it doesnt make sense for Sven the smith, who is an old grumpy man with no interest in alchemy, to teach you an alchemy recipe. Aside from those two things a lot of this next patch is just QoL. Things like rocks and forage objects spawns now operating separately based on their zones which should result in a more even spawning of objects in the world. This will solve problems like no rocks spawning in the swamp for instance. Fish traps have been reworked to actually be worth the trouble. The current iteration in the game is technically useful, but the chances of a fish trap actually catching more than one fish before breaking were way to high. Some of the spawns in the mines were changed. Livestock got some updates, specifically a bug to finally fix feathers not dropping, and another change to make truffles from pigs a generally better system. Like I said at the start, a lot of little things. Changing alchemy is the big thing this patch, which unfortunately feels like treading old ground as it isnt a brand-new system. Im hoping that this will be the last time I decide to rework a major system in general. With any luck this patch should hit in the next week or two. Bar any huge complications Im mostly done, although I do have some outstanding bugs Id like to look into before I release anything. Still, you can probably expect something in the first half of November. Thanks again for your patience and I hope you all are having fun playing Verdant Village so far.
[ 2021-10-31 18:55:11 CET ] [ Original post ]
- Verdant Village Linux [304.58 M]
Features
- Create A Thriving Farm: Start with nothing, and with little more than the sweat of your brow turn your property into a bustling farmstead.
- Master Skills As You Progress: No one starts out as a master. Level up your skills as you work. Complete specific tasks to gain powerful perks to help you succeed.
- Uncover Lost Mysteries: Search throughout the land for hidden artifacts to piece together. The Empyrean Vale is vast and full of history to learn and history to unearth.
- Make A House A Home: Decorate your new property with a variety of different objects. Place whatever you want where ever you want it and truly create your own slice of heaven.
- Meet The Townsfolk: Interact and speak with over 40 characters living in Amberglen and beyond. Each character has a personality and story to tell.
- Cast A Line: Visit the multitude of different fishing spots spread across the vale. There are over 100 fish to catch, split between different environments, seasons, and times.
- Have A Taste: Learn to cook a litany of different meals. Get the locals to teach you different recipes and become the best chef in Amberglen.
- Lend A Helping Hand: Find and complete a variety of tasks for villagers. You'll find that everyone needs something done. Most are willing to teach you something in return as well.
Features To Come
- Hunting: Hunt a variety of animals in the nearby forests of The Empyrean Vale.
- Alchemy: Craft numerous potions and other odd items to sell or use.
- Combat: Battle your way past any threat you come across.
- Marriage: Find a spouse and court them.
- Sailing: Build a ship and sail the bay.
- Much much more
- OS: Any
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB Video Memory
- Storage: 400 MB available space
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