I was gonna call this devlog 0 but I've already made the game up to this point. There is nowhere for me to start! Obviously there will be spoilers for the beginning of the game, and a LOT of game mechanics/side content, so I advise you look away BUT if you can't wait (and I *get* it), go ahead and read below!
Every single system I have implemented so far is:
Stealth mechanics!
It's mostly cosmetic, but Villager can crouch. In some areas of the game you can be stealthy, which as you can see in the player detection bullet point below, it will sometimes be required.
~Cutesy animations for the (very few drawn) party members~!
Villager has a different animation for sprinting, jumping (but jumping may be removed), and staying idle. In separate animation sheets you can also see him swimming and stealth walking, all of which will also have their own sprinting and idle poses!
The 2nd party member also has their own animations, but given that Villager is the protagonist, it isn't quite as many.
Footstep sounds!
With the options to turn them off, make them loud or make them quiet. It is on quiet by default.
A custom menu!
But I am currently working on remaking the options screen as I felt it was too basic and cluttered before.
Swimming mechanics! They are super prototype-y though.
You can get in the water, you can go underwater (and drown if you wait too long), and party members will wait at the coastline for you until you get out of the water again.
A day and night cycle!
However it's been a while since I touched it so it might be broken!
A player detection system in an event that doesn't use plug-ins!
It's only half finished though--meaning it can only work from one source and that source only.
Movement in the overworld very similar to Chrono Trigger!
The player's sprite gets smaller (not squished, because that's weird. It's a custom sprite), diagonal movement and the smooth camera are turned off, and approaching buildings will show text on screen displaying what building you are at. If you press Z you will enter that building!
I unfortunately had to scrap the dynamic music system as the plug-in I was using was far too unreliable. Music would de-sync, BGS would be erased from maps when you left (meaning if you re-entered the map the BGS would not come back)... etc.
Some mechanics I am planning to implement or am currently in the process of implementing are:
Job minigames!
You'll be able to play Villager's main profession, a blacksmith, as well as mow lawns and be a farmer! 2 more jobs are planned but I currently have no ideas for them.
The ability to hang out with NPCs!
Hanging out with NPCs will level their friendship up, which can be useful for party members as their stats will increase. Non-party member NPCs will also benefit you by unlocking new minigames or giving you gifts/money!
A (HOPEFULLY) randomly generated mining area!
The area will be pretty dangerous... but you can craft better gear for you and/or your party members, so it's not all bad! You can also replenish the blacksmith's resources by venturing here!
A 100% checklist!
This will REALLY include everything... maxing out every possible relationship, doing every possible job at least once, doing every piece of side content... It'll be a toughie.
At this point this post kinda feels like an advertisement for the game, so hopefully that won't be how it is next time
For now, here's a video showing a little tiny bit of the newly implemented (and funnily enough revamped) first village! Keep in mind that any default assets seen in this video will not be in the final product. No more default assets from me!
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