Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I'm glad you enjoyed the run. :)
The crafting places will eventually be mitigated by building in v0.5. I've been pushing the implementation of a global god skill for a few weeks now, where you would be able to teleport into any known location at the cost of all or most of your stamina. The world is significant, and such fast traveling would help with base setup, materials, and crafting. I was hoping to have it by now, but bugs first. :)
The scissors, it might be that the chance to drop them is too low now. I've been tweaking it a bit, but I guess not enough. I'll see how to improve that.
I'll add the ability recycling to the list, shouldn't be too hard to do after I add... pages... to the book. :)

Light in the game is a component and can be assigned to any entity, so adding it to a "fire" entity that occupies a tile, deals damage on entering and so on, is doable without code changes. It's more complicated with animations because they require light recalculation always instead of after a move, so there would probably have to be a separate system that would handle these. I wanted to rework lighting to be able to have different colors too, but that's far away. When I can get to it, I'll try to factor in the animations also. 

The view, #1 might be ideal, but I'll have to check how much work it would be considering the camera moves with the player move animation. Unless something like "press caps" and w,s,a,d moves the camera and allows to do other actions, but if you want to move again, the camera moves back. Might require some thought and experiments. :)

For the v0.3
I have rain on my list, but I skipped snow for now, mostly because it would be more fitting to add when there is some snowy region created for the game. I had a thought recently about the changes that could come out from abilities. Fire is rather simple, we burn stuff. But maybe poison would be changed to nature and nature spells could restore trees and other burned flora? Similarly, death would cause the environment to rot, but holy could combat that effect and eventually push it into "sacred ground". Not sure yet how much of this will ultimately make it into v0.3, but this would be very cool to have.
Also for destruction, imp and his fireball will be dangerous in the forest, but I don't know yet how much I want the fire to spread. If a single tree catches on fire and there is a couple of grass tiles nearby, it will probably end up burned, but won't spread across the whole forest. There probably will have to be some improvements to AIs, so elves could do something to save their trees or villagers to their huts, but the overall destruction might be hard to combat for them before v0.5 and building.

Ideas for abilities are always welcome. :) I can't say I'll be able to implement them all, but at the very least I'll try to code necessary settings to be able to add them through modding.

Fast travel system sounds great, it can already get time consuming if you decide to trek it back to the pile of crafting goods :P

I'll add the ability recycling to the list, shouldn't be too hard to do after I add... pages... to the book. :)

Haha you've been exposed!

Not sure if it's quick and/or easier or not with the toolbar issue, but UI scaling might also help as a stopgap to the issue that people may start asking for at some point anyways.

 Unless something like "press caps" and w,s,a,d moves the camera and allows to do other actions, but if you want to move again, the camera moves back. 

This is basically exactly what I was thinking of.

I've had in the back of my head ideas for a druid type class that I'll probably get deeper into in another thread once I've got some notes. Feels like some sort of naturopath is missing :). Are walls and things like trees entities, or capable of being transformed into them? Thinking things like Animate Organic Object (wood, vine wall, trees, bushes etc), Thorny Vine Trap (grow a seed that clings to passerbys, lightly damaging them?), Summon Rain Cloud, Convert Animal (chance to get animal npc weaker than you to follow and attack for you at cost of food), Bark Growth (applies bark skin toughness effect and coats aoe around you in nice flammable bark that slightly slows enemies).

Not opposed to poison integrating into nature (makes sense) and/or remaining how it is now. Maybe shift coating in poison to being a consumables. Gotta say I thought it was funny salvaging an assassin's blade and getting a whole poison mushroom back :P Definitely feels to me poison has a place on those assassin's blades either way. Sacred ground could additionally repel or burn undead/demonic creatures to some extent? 

(2 edits) (+1)

Everything except a ground tile (grass, wooden floor, chasm, etc.) is an entity, but technically speaking everything could be transformed to anything else, although it would get weird if a grass tile disappeared and run away. I had a bug once where AIs left their glyphs on the map and started moving as grass. Fun times.  :)

The skills, technically everything you mentioned is doable, some of it might be available now like convert animal, there is a necro skill that turns someone to a friendly for a short time. I'll be writing an article about changing some configurations for the game this weekend and I could use this ability as an example to show how to add such things to the game.

Getting the mushroom from a dagger is a system limitation. Everything that goes into making an item can be partially restored when salvaging. I'll probably add some potions later on and turn that mushroom into poison.

(1 edit) (+1)

Ah I see on those skills lol, haven't gotten poacher or necro very far.  

*Grass tiles sprouting legs and walking away sounds like the kind of acid trip gameplay you find in Qud, I say feature!

Excited to read to read your stuff and start poking at things :D

And yes, I noticed salvaging items was returning a chance percentage of the crafting components put into it, that telegraphed well for me :)

(2 edits) (+1)

Slow to arrive idea on fast travel, using the forgotten god altars as a waypoint system for it. "You smash your fists into the altar claiming this place as a conduit for your mortal vessel". Or do you have other plans for them? :3

One way or another, running across those felt to me like they should be a special tiny area, offering some kind of relative refuge, or something to be converted and defiled. Once made a trip specifically to smith something on it to see if anything special would happen 

(+1)

I don't know what to do with the altars, but teleportation will probably happen without being tied to specific place. This is so it would be feasible to set up a base somewhere remotely later on, and not having to rely on predefined waypoints.

But it might be fun to add some additional interactions to altars, maybe something hidden to figure out.

(1 edit)

Yeah this is many many months down the line towards 0.5 that I'm thinking of but here's a general outline for base building I'm arriving at:

1) craft portable altar or something that when used in any chosen location creates the origin point for your base and the first node in waypoint network

2) Go out and clear existing altars of hostiles to claim them and add to waypoint network. "Forward Base" extensions to network should also be readily available/relatively cheap for expeditions further.

3)Feed Crafting materials or some resource to connected network. When requirements are met, select and place building parts/modules which teleport or fall out of the sky into chosen location

I'm not attached to any of this btw and teleporting whenever wherever as long as I'm not fatigued is cool by me too :P

Kinda feel like outline I've got here is maybe leaning too heavily on a Diablo 2/3 vibe (can that be a bad thing?), or something else is off with it, not sure.