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It has been quite a while since I last updated this devlog because I forgot to update it sorry so to make up for it this will be a rather long update. I first did some work on the menu system including making icons to switch between the various menus and creating some new menus or beginnings to them. This includes both a quest menu or start of and I attempted to make a mini-map but I haven't finished it due to wanting to finish the actual map before making a mini-map. You can also scroll up and down on the quest menu in order to view all of your active quests. 


The next thing I wanted to work on was starting the village! I begun by drawing a sketch on paper of what I wanted the village to look like as well as some of the NPC's that will be living there. I also decided to make an auto tile for quickly creating buildings however after making it and getting it working I forgot about how the rendering will work so I have sort of given up on making the buildings for now. The problem is with the walls, because of how I made my rendering work (where it will change your order in layer depending on your y position) because the walls will be at different y positions I would have problems with the player rendering in front / behind when you shouldn't.


The final thing I have done on the RPG is work on enemy drops. I can now create new items and assign these items in a loot table to enemies where I can set the drop chance, min drops, max drops and a few other values. When you kill an enemy it will randomly see if it should drop items and if it does drop them how many should drop. They will then be spawned and do sort of a mini hop onto the ground when they can then be collected by the player. This will also apply to weapons and this will also come with another new feature, item stacking! Item stacking will work where if you collect several of a weapon (which you should only have 1 of) instead of gaining another it will give a small stat bonus to that weapon for each item you have stacked onto it. So 1 sword will have worse stats then 1 sword with 13 swords stacked onto it. This should allow the player to work to improve the weapons you like using and it will stop you having to only work on your stats if you stuck in progression.


I haven't only been working on the RPG because I also entered another game jam with the theme of ocean preservation. I decided to make a tower defense game where you spend money on robots which will destroy rubbish flowing along a river into the sea. I spent quite a while working on this which is why I didn't get too much done on the RPG. I started working on a map which is the Msibazi river (a real location with a trash problem) and some towers you can place on the land / water to destroy these pieces of trash. I should be finished working on it pretty soon and then I'll be able to fully work on the RPG again.


Once again I am sorry for taking so long to update the devlog and I'll try and get an update out each Sunday again.

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You're making good progress! On your RPG I like the idea of swords getting more powerful if you collect more of them. Great way to solve the problem of having too much of the same item.

What game engine are you using for your RPG? 

That river-trash game sounds like a natural fit for the tower-defense genre!

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I'm making the game in unity, glad you like the ideas so far!