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March News Update

Im slightly early this month cause of the weekend, but here we are. Things didnt go as expected this month. Not in a bad way, but I wasnt really expecting to work on what I did. I think in the last update I talked about maybe moving towards combat. I nixed that decision pretty quick, but well go in order. The month started with finishing up livestock. That ended up taking longer than expected honestly, about half the month if I recall. That was effectively the system that just kept on giving. Every time I thought I was done there was another thing to add. The majority of what I needed to do was replicate what had already been done across all other animals. At the start of the month basically only chickens functioned. Since then Ive added in ducks, geese, cows, goats, sheep, and pigs. On top of these there are 1 to 2 forms for each type of animal which I wont spoil. So they needed the unique aspects of their functionality made too. Along with this there was the entire effort of making the barn as prior to this month only the coop existed. The barn is mostly the same, but has a few unique differences like animals giving live birth rather than having eggs that hatch. Also little player interactions things like being able to milk a cow or shear a sheep. Lastly, the UI for animals had to be setup which was its own system in general. There are a few small things that werent added, but they rely on other systems that dont exist yet. For instance, naming a newly born animal isnt set up. They are just given a default name at the moment. The actual implementation of this system is pretty simple though and will be added once the surrounding system goes in. So, animals are done. Which makes me incredibly happy because it took forever. The last update I put out I said I might move to combat. Problem with that is that the UI isnt quite there yet. While I could do it with temporary UI it would just end up taking more time when I have to go back and update it to the proper UI. Because of this combat was out. While I was trying to determine what to tackle next I decided to update some of the existing UI. Id been working with a few old UI assets as I was starting on this remake but Ive since gotten updated versions. I took the time to apply these new assets which involved a bit of adjustment to each other them as sizes were slightly different. This brought me to the construction UI, which is where the remainder of the month went. For those unaware when you want to construct a building like a barn you go and talk to an NPC and a unique UI shows up to let you select a building to construct. When testing the animal systems I effectively had made a dummy event to trigger the building process to get around the lack of a UI. I did this because at the time I didnt have the new building UI yet. I have it now. However, while scoping some things for this UI I went to see how many buildings could be constructed for some data I needed to populate. This got me thinking, which is usually a bad thing, and a precursor to more work. Specifically, I thought about the upgrades to your house. In the current version of the game there are a couple of quests that serve as house upgrades. The quests are basically just you supplying the resources for the upgrade. Im not sure why I decided on this in the past instead of just having an upgrade option in the construction UI. As you can probably guess I changed this. The house upgrades will now be done via the construction UI. However, there is more to this. My specific thought was about how every player will end up with the same floor plan, which feels like a waste. In a game thats basically about living on and improving your land it seems like you should have more say in what your house looks like. So I said, screw it, why not, as I sometimes do, and started making a new system. It isnt quite done yet but the framework is mostly there and far enough along that I dont think Im going to revert back on this idea so I feel okay mentioning it. In the new version of the game you wont have specific upgrades, outside of a basement, and maybe an attic (havent decided on the attic yet). Those two things will be a set room. As for the main floor you will be able to design the layout to your specifications. Im not 100% on limitations yet, like if Ill give a cap to the number of rooms you can have. I think it wont be needed as the total size of the house interior is still set in stone. As it stands you will go to Simeon, likely pay some sort of flat price for a room and then youll be shown your house interior. Im trying to make the system as simple as possible. At the moment you basically just paint floor tiles with your mouse (or controller) and the code is smart enough to form the walls around those tiles. Along with this youll also be able to go back and modify or delete rooms when you want. The only stipulation there is that you may have to manually remove the furniture from a room before you can delete it, but I have an idea on how that may be avoided, well see. The other thing to mention is that while I cant guarantee it. Its likely possible, but I havent attempted it yet so I cant say. Id like to extend this sort of system out to the farm exterior as well. So when you start the game you can either just take the standard layout or you can craft your own. Like I said, no guarantees on that but I figure it would be a cool thing to add. Probably have some sort of feature to allow for exporting the layout as well so people could share if they wanted. So yeah, that sort of took over my time as I had to iterate on the system a few times to get it to where I wanted it. Once I finish it Ill likely go back to what I was supposed to be doing and put in the construction UI. But wait, theres more. I hope you read that sentence deadpan because thats how I thought it for some reason when typing it. I also enjoy writing in my spare time. Which may make you ask, cool, but why do I care?. Well, Ive switched my priorities a bit. I was working on world building for a book on the weekends but decided to put it aside for the moment. I should probably mention that I barely get anything done on the weekends, most all the work for this game happens on weeknights. In any case, I put a pause on the book and have instead started directing my attention to doing all the writing for this game instead. This isnt too important but I thought it might be worth mentioning. If youve been following these update logs for a while you may be familiar with my, lets say indifferent, attitude towards the dialogue in most of these games. Or rather the amount and depth of it. My personal experience is that Ive never cared about an NPC in any of these games. Maybe thats a personal problem but generally I feel that there just isnt enough there for me to get invested. The worlds are usually pretty simple, the characters are generally also pretty simple. Now, Im not trying to write Bauldurs Gate 3 or something, but I think there is some sort of middle ground that can be hit where you can tell some compelling stories and have a bit more depth. Of course all this hinges on my writing ability. In my experience the first step to making compelling stories is to have an interesting world, so Ive started doing that. There is a site called WorldAnvil which I happen to subscribe to. If you like to write, or maybe DM for DnD or find yourself in need of a resource to track a world you are designing its a pretty neat tool. Id been using it for my personal project but Ive started detailing a world for Verdant Village on there which Ill be able to work from. It isnt going to be some sort of Tolkien level world building, but Id like to have a firm world laid out that I can then use to influence the character writing and events. I actually already have a fair amount of things laid out in a word doc and am currently transferring and expanding it. The real important thing about this process is that it spaces out the writing. It should keep me from burning out which is what I wanted to avoid. If I had to write all the dialogue and story for everything in the game all at once Id likely lose my mind. This will let me tackle it at a steady pace. The plan is to full write out one character at a time once I get the world in place. All that said, I do actually have a picture today. Its a rarity I know. I dont tend to think that pictures are worth the time it would take to grab and put them in but maybe I should make more of an effort. In any case, below is a world map for the game. Or rather continent map I guess. The world hasnt been fully charted yet in the lore so this is what people know as the world. Another tip, if again you are into DMing or writing yourself. The map was made with a program called Wonderdraft, pretty easy to use and you can make some cool stuff.
Anyway, Ive gone on enough here for the month I think. Big things are in process, as usual. Ill be back in another month for another update.


[ 2024-03-30 05:02:27 CET ] [ Original post ]



Verdant Village
Exodus Software
  • Developer

  • Exodus Software
  • Publisher

  • 2020-08-04
  • Release

  • RPG Simulation Singleplayer EA
  • Tags

  • Game News Posts 81  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Positive

    (47 reviews)


  • Review Score

  • https://www.exodus-software.com/verdant-village
  • Website

  • https://store.steampowered.com/app/1236900 
  • Steam Store



  • Verdant Village Linux [304.58 M]

  • Public Linux depots

  • 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

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    30.0$ (50%)
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    2.1$ (70%)

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