September has just about come and gone here. Ive been working on a variety of things with Verdant Village this month as Im slowly piecing the game back together. I feel like a lot of the framework is in place at this point. Theres still a lot missing, but I think Im making good progress. Once the framework is done its on to more of the details and little things. I generally find that those little details are usually easier and quicker to add because they are comparably small. A good example is adding perks and skill levels is important, but in terms of system design its a minor detail when compared to something like farming. As for what I actually did, it was a fair amount of jumping around. First, I finished up the shop UI as it wasnt fully in place. I added buyback for shops, which I believe was mentioned in the last post. Multi item buying has also been added in a more visible way than what is in the current game. Portrait animation and character dialogue was added to the shop. Basically, the character reacts when you buy and sell things. They have a few lines, and their portrait animates. One of the larger systems that needed to be designed was a particle system. There arent a ton of particles in this game but there might be more in this version, time will tell. Regardless I created a whole framework to create said particles and deal with them accordingly as using them incorrectly can cause memory leaks and such. The next thing I took on was another large-scale system, lighting. The game has had a clock running and simulated days, months, years, etc for a long time now, but there was no lighting to show time moving. So, I made up the day/night lighting system and got it working, along with allowances for things like light from your character, braziers, lanterns, etc. Currently it is getting very dark at night, much more than in the current version. Ill have to do some testing to see if I want to keep that, but as it stands nighttime might look a fair bit different. After that I had to make another modular system for passive item functionality. Its another system that is used sparingly but there are a few items that function passively from your hotbar. The most obvious examples are any item you can place in the world and the carpenters mallet. When you have a placeable item selected youll get an outline of the item that follows your cursor so you can place it. The carpenters mallet lets you hover an item with the mouse to select it and remove it. These sorts of interactions happen passively as long as you are hovering the item. So, a system has been developed to arrange all of that. Along with passive functionality Ive created the framework for placing objects in the world. So, you can place things down at this point. The only item like this in the game currently is the chest. The reason its the only item is because once I made it I created the entire chest UI. Which then involved rescoping inventory interactions to work in a setting where you are looking at an open chest. These interactions with the chest are all done at this point. This month was admittedly a little slow. My pace varies a bit depending on what I am tackling. For this month figuring out particles was part of that. The other major hinderance however was an internal engine change. For those that dont know Im using Game Maker for the remake. I almost picked Unity, given recent news I guess I lucked out there. In any case, Game Maker, like every engine, has a lot of built in variables and functions to make development easier. Specifically, they have a variable called room which would give you the index of the room the player was currently in. I was using this variable as basically a key to allow the player to move between rooms. Sometime this month, I forget when, they updated the engine and changed the value that this variable returned to something very different. So, a chunk of my time was spent rewriting the room transition code to use data that doesnt rely on that room variable. TL; DR, Game Maker made a change, I had to pivot on a fairly large system which took up some time. I think thats it for this month. Nothing terribly exciting but some decent progress nonetheless. Ill be back to report at the end of October as usual. Hope you all enjoy spooky season, its arguably my favorite time of year.
[ 2023-09-30 17:20:28 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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