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Late jan. update - Overall update

So hello guys! I haven't said much lately because I've been pretty busy with the game, I used most of these 10 days to redo the most boring yet important stuff for the future, and I am not done but I think is worth to mention what we have done so far.

Before that tho, I just want to say that we are polishing now, the actual version of the game is pretty rough and we wanted to have something that "works" to test stuff,  so now we are redoing most of it with what we have learned. 

Now  we have improved the overall experience of playing the game updating the UI, in the last update we showed the basic visuals of it, but now everything is done, you can see some screen caps here: http://imgur.com/a/JK4fV 

Highlights:

Keyboard shortcuts: You will be able at least to navigate using the keyboard! One of the features that's been asked since the start of the game actually.

Easier navigation: You can go to anywhere from anywhere thanks to how we handle navigation.

Inventory: Both equipment and item use have been improved and incorportated in this panel, so you can use items and change equipment without breaking the flow of the game.


That took us like 3 of the last 10 days, it still need some work here and there, but minimal, also I need to do the assets/icons for skills, that will take me a day or two when I get to it.

Then I took a couple of days redoing the warehouse and the skill selection screen. Pretty much for the user it  works the same, but I had to redo most of the warehouse code, and code for the hover (at least) that will help a lot with stores in the future, saving me countless hours in that regard.  In general, I increased the size of the inventory to 10 and the warehouses too, so now the player will be able to hold up to 30 items! Hopefully that will do, since people asked us to double the current amount some time ago.

The last five days I've been re doing almost from scratch the procedural NPCs, using everything we learned about them to make them more  interesting and easier to change and adapt in the future, also with easier to mantain and update code (so now we will be able to add new races easily!).

Since that is pretty much almost done, same as the UI, now I am updating the followers with the new code, starting with Helena, and also updating it's text with italics and better punctuation.


We also talked about how the game will progress, the game has 2 layers: The story driven part, and the management part. 

The story driven part is what most people have played so far, the followers part. There is a main plot that we havent added yet, and the idea is that you can progress and beat the game following either a corrupt or a pure route. These followers will be more strict or limited of what they can do in the management side, to make the game consistent. So, i.e. Helena is the head maid, and that won't be able to change, Abbadon is a faction leader, Misaki is the one in charge of the inn, etc... So yeah, those things will be more static.

The second layer therefore is where you have more control about the city: Who is in charge of the church, the inquisition,  who is a whore in the brothel, etc. This will be like other management games. 

About this, we can say several things we are working on : Procedural NPC will have a Rank, that pretty much defines how powerful they can be, so a rank C will have a limit of 70 in it's stats, and a rank S can reach 100, the idea is in the future to implement a basic breeding system that will help you breed better retainers/slaves, or when we re-do the combat you will be able to capture and enslave the enemy. 

We will do our best to update the rest of the game to the new UI as soon as possible, and we probably will release an unstable build soon just to see your opinions about it and some feedback. Beyond that, I can say we are focusing on Lucina right and new enemies 

Late jan. update - Overall update

Comments

Thanks! I know, its why I havent said much until now because well, showing code doesn't really says much hahaha

DuoDevelopers

This stuff may not be as glamorous as an art preview, but it's what makes a game playable. Good job, guys.

Hund


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