Hello all, I cant believe its already June. In retrospect I suppose I thought my May would be fairly quiet, but it really turned out to be anything but that. I should probably expect that sort of thing at this point in my life, but somehow, Im still being surprised that things come up and take up time.
As mentioned above I had a few things happen that slowed my work a bit, however I did still get things done. Namely the interior design portion of things. I really cant express how glad I am that its done. I dont like to get stuck working on systems for long stretches of time. I dont really mind it from a working perspective, but it just makes progress seem so slow when you look back and realize youve been working on the same system for weeks.
So, what is the interior design system I hear you ask. The short answer is that its the system that allows you to modify your house layout in game. Incase some preface is needed, in games of this genre (that Im aware of at least) youll generally get a house at the start of the game which is usually something like a one room shack. Over the course of the game, youll usually upgrade your home and effectively make the interior larger. Generally, this expansion comes in the form of static upgrades to the interior layout. The important take away is that each player will end up with the same floorplan after buying all the upgrades.
What spawned this idea was that I thought it seemed like a missed opportunity in this kind of game. Assuming you arent min/maxing many players I think have fun with decorating their house and setting it up how they like. This system just takes that process one step further and allows you to setup the rooms and walls as you please. To put it briefly the floorplan of your house is now entirely modular down to the individual tiles. You can have as many or as few rooms as you like. You can also make them each whatever shape you want.
This entire process replaces the previous system which was just static upgrades which added rooms on. However, I think Im likely going to keep the cellar as an option which will just be a static room. There might also be an attic upgrade you can get which will be the same type of thing.
As for the main floor you build these rooms in the same way you would construct other buildings on your farm. Youll talk to the carpenter, pay a fee, and then be brought to a screen what you can draw in the room as you please. The only stipulation I havent decided on yet is if Ill make new rooms cost resources based on the size you make them. This seems like the proper way to go I think. Probably a static gold cost but then a varying amount of wood, stone, etc based on the size of the room.
In addition to creating rooms you can freely modify and delete them once they are created so if you change your mind, want to renovate, add more doors, etc that option is also available.
I said I would try to show off something from the system when it was done so I do have a few screenshots. I started to make a gif to show the process of making a room but it takes so long to do the gif was too massive. Im admittedly not the most creative person when it comes to designing floorplans but the point is really just to show that you can setup your house however you want. You will have to excuse the lack of furniture and the pixilation. Zooming out in the engine to show the entire room at once is currently a bit weird and smushes stuff together but I think the general point comes across.
Because I do feel bad about not being able to really show everything all at once with interior design here are a few mockups from my artist as well for furniture and decorations she is working on. You can expect that once everything is said and done youll have something more like this rather than a bunch of empty rooms.
Aside from this system, which took most of the month (again, so happy its done now) I have gotten a bit of time to work with other things. Ive built most of the construction UI at this point which will allow you to both use this system and actually place things like coops and barns. Looking at the UI has made me think that a bit of a color scheme change might be in order, but that would be a minor art fix if it happens.
Once that UI is in place Im going to get shipping implemented which I dont think should be too hard although I do want to make some graphical changes to the UI. Once that system is in place Im going to get furniture setup. To clarify, furniture placement is already 99% in place. The only things that are missing are all the items and sprites and a couple of stipulations for specific furniture types. Adding sprites is tedious, but not difficult. The stipulations should also be pretty simple once a general algorithm is made.
Once furniture is working Ill have to jump back to the interior design system a bit to make it properly handle furniture in situations where you would delete a room or modify it in such a way that furniture placement becomes invalid. This should also be a mostly simple process as Ive set up the system to account for furniture already. I just, ironically, dont have any in game furniture to place outside of chests.
As you can probably tell, many things start to intertwine in games like this. I try my best to make one system at a time, but things like this pop up on occasion where you have to put something on hold while you figure out another system. The further in I get the less it happens, but this is a particularly egregious case.
I dont have much else to say at this point. Combat sprites are steadily moving forward in the background. Most of the enemy sprites are made with just a few modifications required for some of them. I dont usually post those because it feels like the sort of thing that should be discovered in game but heres an example of one. This creature is still in progress and is admittedly pulled from D&D but I always thought they were a cool enemy. I think most of the other ones are a bit more original though.
With any luck now that Im past interior design things should speed up a little bit. That system was very labor intensive just in terms of all the things to code. Most systems in the game are much more light to program. Hopefully Ill have a bit more to talk about next month as with any luck June will be more dedicated to working on smaller systems.
Im also tentatively hopeful that this version might go onto steam soonish. This is a very non-committal statement but a lot of the basic systems are starting to come together. At this point you can farm, fish, chop trees, mine (although the mines dont exist yet), build buildings, and raise animals. On top of that most of the general functionality of the world is in place. Things like day/night cycle, seasons, inventory management, shops, and some other stuff Im probably not thinking of are in.
All that said there are still things missing. In order for the game to be a game Id have to design the world, which is actually a lot easier than it sounds. I also still need to add a few systems. Furniture and shipping as mentioned above, NPCs and dialogue, quests, basic skill levels, and you know a way to save and load your game. Thing is none of those are particularly complex to add. Its not like this will go live next week or something, but this hopefully gives a bit of insight into where I feel Im at. A lot of the complex stuff has been done at this point, theres still tons to do but most of it isnt I guess hard to make.
In any case, Ill cut this off here. I have plenty of game related work to do today anyway. Thanks for taking the time to read, and, as always, for your patience. Ill be back with more updates at the end of June.
Verdant Village
Exodus Software
Exodus Software
2020-08-04
RPG Simulation Singleplayer EA
Game News Posts 81
🎹🖱️Keyboard + Mouse
Positive
(47 reviews)
https://www.exodus-software.com/verdant-village
https://store.steampowered.com/app/1236900 
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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