Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Wolf Peach Games

5
Posts
30
Followers
11
Following
A member registered Jun 12, 2020 · View creator page →

Creator of

Recent community posts

Perhaps! Cannot guarantee at this point but I would like to support as many platforms as possible.

It’s sort of intended? The demo is very minimal right now still. Soon I’ll begin chaining some of the quests together and start fleshing out this level.

The goal is that the final game will be for PC & Mac and unlikely an HTML5 game. I like having the alpha playable on the web to gauge interest and get feedback.

I appreciate you stopping by and checking the game out! Check back later for updates!

Thanks for your comments!

Skipping to the end of dialogs will definitely be a feature.

Currently I am storing the dialog for each NPC in a JSON file, with a list of sentences (not words) and an associated language string. I wanted to keep the dialog in an easy to write and modify format so that its easy to add dialog and easy to eventually localize it.

I then have a language parser system that will split the dialog strings into tokens and check the language manager system to see if the player knows the word in the given language. The language manager has lists of known words for each language. If not the word is replaced with the obfuscation characters and then built back into the full sentence. Then its pushed out to get displayed and animated.

Other than the language learning mechanic, the dialog is quite static right now, there is no branching or anything like that. This will evolve over time though as more content and more complicated quests and dialog get added to the game.

Thanks for the comments!

I plan to add some kind of interface in the future where you can see all the words you know of each language and get a sense of how many more exist in the game that you haven’t learned yet. There will be achievements for becoming fluent in each language.

I am currently building the first iteration of the quest system in the game so that you can track specific objectives, but yea like you suggested the intention is to lean into the language mechanics for a lot of the puzzles and quests. If you can figure out what to do with the words you currently know you will be able to progress the story. But if you can’t figure out what to do you will need to explore more and learn more of the languages to reveal more clues.

Maybe the protagonist will talk? I haven’t fully decided on the final format that the dialog will take.

Thanks again for your comment!

Thanks for the feedback GammaFoxTBG! I really appreciate it! 💖

I agree movement already can feel a bit slow. I will likely speed up the character movement a bit to make the player feel a bit more nimble. But also I think I will need to create some kind of theme appropriate fast-travel system to move between the main areas of the world.

I also agree about bigger speech bubbles. I’ve just been avoiding trying to code multi-line speech bubbles and just breaking up the text for now, but eventually I will need to tackle that.

The grass and flowers are going to get a complete revamp eventually. I’d like them to be reactive to the player (like move as the player brushes by them) and maybe eventually have a wind system that can make the grass and tree leaves sway. I just started on this today and it’s been fun, my first time using shaders!

I appreciate the compliments and the thoughtful comments!