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Fun game! My feedback and playthrough are in this video:

https://drive.google.com/file/d/1FDIucBmsgZ33Q5aRCDyAYUREFi3amS-g/view?usp=drive...

I'll have to delete the video from my drive after a week because it takes up a lot of room.

Looking forward to more!

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I have downloaded the video. So you are free to remove it. :P

(1 edit)

Alright, I'm like half way through this video.

Some of the bugs were so bad, I've been programming while watching through the feedback. I have uploaded the first of probably a couple builds I'll be putting up today.

Here is part 1 of my response.

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About audio adjusting in real time. The volume of an audio object in gamemaker is set at the time of play. So I reset all audio on menu close. I've been trying to find a good way around doing it this way for a while.

The save buttons shouldn't have been in the splash page options menu at all. It was an artifact from combining scripts. Fixed.

I'll give label boxes a white border instead of a cyan one.

For name input, it actually activates a toggle for custom name input mode. If the input in empty it generates a new name. I figured that the rainbow text was a good enough indicator of the edit mode being toggled. The edit button itself now also changes color.

Pressing enter actually confirms the name change. Nobody is doing this, but there is a catch for this when the characters are submitted. I have added this function to the edit button.

Sprint is now on by default. (Shift toggle sprint)

You cannot destroy objects while in the pay respects animation.

You can pay respects the totem at any time, but there was a bug where the totem was being targeted from the wrong square. Standing on the square south of the totem would have worked. There is no way you could have known that.

I have yet again reduced rain noise. XD

That weird thing with the job switching. Huh, I've never see that happen before. After quite a bit of testing. I've determined that it is the newly implemented aspirations system. This was happening, because while pawns can choose a different job to perform on their own. They were not checking other professions aspirations, before setting a new one. Scrolling through the list of professions caused them to accept all jobs, and all of those jobs aspirations. Going on a job fair.

(+1)

About audio adjusting in real time. The volume of an audio object in gamemaker is set at the time of play. So I reset all audio on menu close. I've been trying to find a good way around doing it this way for a while.

Hm, I'd think gamemaker would provide some way to make this work? I don't know anything about gamemaker but maybe you could hack it by waiting for the player to change the audio option, and then resuming play for the shortest amount of time possible and then stopping play. Then the change would take effect but it would be invisible to the user that they ever left a menu state.

That weird thing with the job switching. Huh, I've never see that happen before. After quite a bit of testing. I've determined that it is the newly implemented aspirations system. This was happening, because while pawns can choose a different job to perform on their own. They were not checking other professions aspirations, before setting a new one. Scrolling through the list of professions caused them to accept all jobs, and all of those jobs aspirations. Going on a job fair.

Ah don't you love bugs like this

Yes, I am in the process of designing the new pawn manager. The current one was just meant to be a placeholder. You should be able to see their inventories for example.

The "lack of resources" Tudi message appears when a pawn can't find the object they are trying to harvest. There are alot of reasons this can happen. Most of the time this is overharvesting. There are other corner case reasons, but for you this was not-overharvesting. Rather a complaint about their job being conflicting with their gathering target. This should be ignored. I have removed that Tudi message in its entirely, as its already in Logs [L].

The storage chest is visibly shown as open, if it is in use.

All storage is shared.

The same bug which caused aspirations to screw up, caused them to use the stonecutter to make Ashlars. I found that kind of funny. As it means one of the pawns was using the stonecutter while you weren't at the camp, using up all of the stone they were gathering.

Stress is not working, pawn needs are not implemented.

As for the "empty" Storage Crates. They are not empty. All storage from all sources is automatically combined into a single accessible inventory. You can only access this inventory from Chests. I admit is was painful to watch you check every chest in the camp not noticing they all contained the same items.

Pawns will always upcycle. So they will convert 9 logs to 3 lumber, then 3 lumber into 1 plank. I do plan to have the pawn manager give the option to not upcycle.

The spinning wheel questline will now check if you already have the cotton you need to make thread.

>It would be cool if I heard a low tone right now.

Sure, I can do that.

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If you were playing this from a tiny ass window on a 4k monitor. The fullscreen button is F11.

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As for the "empty" Storage Crates. They are not empty. All storage from all sources is automatically combined into a single accessible inventory. You can only access this inventory from Chests. I admit is was painful to watch you check every chest in the camp not noticing they all contained the same items.

lol I feel kind of silly, but I was sort of overwhelmed by how many pawns I had and how much they were doing on their own. Also it 'felt' like the containers were different because they are accessed independently and I was instructed to build multiple ones in different places.