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Juggling mechanics

No fancy screenshots this week as I've mostly been doing work on the game mechanics. So the plan for this month is to juggle some stuff around, get some quests roughed out and in game, and do some gameplay loop iteration.

I've already got a good chunk of the quest triggers up and running. Now things like defeating an NPC in combat, opening a door, looting a container, entering a specific room can all change quest states now. I'm sure I'll keep finding more things the deeper into quest design that I get.

As for mechanics the goal is to start adding early game progression and do a pass on the game economy. If I have time I'll add a check so the player can't loot the shop inventories and the guards will get summoned. If I run out of time I'll probably just hide the shop inventory chests for this build as a placeholder thing.

We'll see what happens. I keep running into unexpected design things so I can't really gauge how much time these things are going to take me.


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