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November News Update

With the recent patching and such it feels a little too soon to be writing something up again however, here we are. A day late of course because it nearly slipped my mind. My attention lately has been focused on some of the more obvious bugs in Verdant Village. There are things that Im told about and others that crop up naturally as Im testing. Bug fixing aside Ive noted down, and made a few changes to some minor elements of the game in the hopes of polishing it up in a few places. Little details usually dont rank highly on my list of things to accomplish, but they are important none the less. All that said, there is still more obvious development going on. Im currently splitting my time between smaller additions and the combat system. As for smaller additions Ive got two NPCs in the works. I was developing the schedules on them until I realized that I would need to create another section of a zone to fully add them. Currently Im sidetracked on that. Aside from them I have a small system Id like to put in as it will allow me to readd one of the quests I made unavailable with the alchemy changes. Past those things I havent thought too hard about what smaller bits I want to add next. I have a seemingly endless list of things to do, maybe I should put all the ideas on a dart board and randomly choose. Being serious however, I think NPCs are going to be in my sights for the near future. There are quite a few missing and at this point in development I dont think its acceptable to still have buildings in town you cant enter so Id like to clear that up. As for combat Ive been nailing down the finer points of the system. Lots of numbers and excel spreadsheets, you know, the kind of pulse pounding things you think of when you think combat. Most of my time has been dedicated to balancing various elements, determining abilities for both the player and enemies, progression, combat areas, dungeons, deciding on bosses, AI difficulty, etc. Basically, getting all my ducks in a row before I start truly coding things. Ultimately, Ive determined the combat will be turn based with a few twists to keep it interesting hopefully. Ive toyed with some ideas, but Ive settled on this one. While I wouldnt mind coding some sort of top-down Zelda like combat the game isnt made to have that sort of combat structure. A lot of that sort of gameplay is tied to the environments you are in when you encounter enemies and balancing several parts of the combat puzzle while fighting. Verdant Village wouldnt handle that well. It might work in a few places but it would definitely fall short. Thats not even commenting on the issues there would be just coding it in an efficient way as the game wasnt designed with real time combat in mind. If I did real time combat it would probably end up being horribly basic due to the limitations, so better to avoid it, I think. All that said I want to keep things snappy when designing combat. Quick animations and little down time so the fight keeps moving. Outside of actual combat itself Im doing what I can to weave the system into the game itself. I dont want combat to be that isolated system that you just have to interact with every so often. I plan for it to be part of the game with risks and rewards for fighting anything from a random enemy to a boss. On top of that I plan to tie a good deal of the progression to item gathering. By that I mean obtaining items from monsters, maybe some mining or foraging or alchemy. In short you wont just be able to fight things to get stronger, in fact there is no planned level system really, youll have to do various things to improve yourself, some of which you will probably already be doing. But thats enough about combat for now. Outside of that, while I said NPCs will likely be my focus for a bit, Ive also spoken about secrets somewhat in the past. They are still something that Id like to address sooner rather than later. With any luck Ill find some time to start scattering things around the world that you can uncover for rewards. Ive mostly been hesitant on putting anything in because most of the ideas I have for secrets tie into either combat, which isnt implemented, or a smaller system that will need to be put in. If youve made it this far you can probably tell that there is a lot to do. You uhyou would be right. Thats nothing new of course and as usual Ill keep working to fix whats broken and get more things added. I cant promise any sort of time frame on a new patch, but I have it in the back of my mind to keep the pacing of them somewhat steady so it probably wont be terribly long. In any case, thanks for reading, hope you are enjoying the game, and with any luck Ill have an update for the game soon.


[ 2021-12-02 03:04:13 CET ] [ Original post ]

Verdant Village
Exodus Software Developer
Exodus Software Publisher
2020-08-04 Release
Game News Posts: 82
🎹🖱️Keyboard + Mouse
Positive (47 reviews)
Public Linux Depots:
  • Verdant Village Linux [304.58 M]
Take on the challenges of living a life in the rustic medieval town of Amberglen. You've washed up on a quiet beach with nothing to your name, not even your memories. You're in luck however as locals are quick to find you, and nurse you back to health. The king himself is kind enough to allow you to stay on a piece of abandoned property to make your living. With nothing more than a few rusty tools turn strike out and attempt to breathe life back into this old land!

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

MINIMAL SETUP
  • OS: Any
  • Processor: 2.0 GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 512 MB Video Memory
  • Storage: 400 MB available space
GAMEBILLET

[ 6132 ]

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GAMERSGATE

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0.51$ (83%)
1.0$ (90%)
0.68$ (77%)
5.78$ (66%)
3.04$ (70%)
6.75$ (73%)
2.0$ (80%)
6.69$ (33%)
0.92$ (82%)
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3.0$ (85%)
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9.0$ (64%)
0.64$ (87%)

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