the short version will be, that I want to raise my prices for commissions (not by too much though) and introduce a virtual money system.
Pretty much, by being a patron here, you will get coins, which you can then exchange for special discounts or game keys (this will also the automatic game key of course).
The reasoning behind this, is that I'd like to a) give more to you, but also b) don't have people pledge 5EUR ...
Development will probably slow and I might miss out on some progress updates.
Reasons are a few.
For example, I have 2 work days less next week already. Other than that, this month is pretty expensive and I have to work on commissions, to make ends meet. (On that note, if you like a commission, let me know!(
Also I am working mostly on story, which isn't really where I can give many progress updates on.
As you can see, I'm mostly busy with making overworld tiles, where you can see a design for shops and two different NPC houses. Expect more like this to come.
Also generally I am working mostly at the story right now, as I like to have that down, characters and an idea about the style for everything, befor...
it's Thursday! Which means a new progress report and as you can see at the title, tehre are a few changes.
First of all, I guess the most obvious, a new name!
Yep, I am planning to name the game "Crysalis", for a few reasons. The name change itself comes mostly because the project developed in a very different direction, over time, than it was planned at the start.
The promised prototype will be published with this progress report.
Some things that are worth noting: I completely revamped the combat system and are going to keep it this way. It does need a lot of adjustments though and I am working on that.
To be honest, there isn't too much to show off right now, except for art!
I'm adding more and more mobs and well, we do have 24 of them now! That will be the final amount (for the release). I might add more later, but we'll see.
It's definitely expandable..
Also, I am going to add 8 generic heroes myself. The...
another week has passed and another progress report is due.
So what have I been up to?
Still, working on the combat system, and got a bit stuck on types and making monsters. The good news, this is usually the hardest part for me, so that out of the way, it's going to be smoother in general!
Also there will be a character insert YCH announcement later in the post.
Also I decided that I try to give these out on a weekly basis. Emphasis here is on "try", as if I don't have anything to report, or forgot, then there won't be one.
Anyway, what has changed since the last report?
Not too much visibly. It's not too much time and I had some other obligations.
Also refactoring code, to make future maintenance easier takes up quite a bit of work. And, of c...
After writing the last prototype post, I also made a decision about schedules.
Prototypes will take more and more work, as I have to refine older code and add new. Adding new features, fixing old ones. All takes time and I'd also need to draw, etc.
In short: A lot of work and keeping the old pace, of posting every week was kind of a bad idea.
So, what is the conclusion? Well, prototypes will be coming one a month from ...
He wanted me to make a nice place for his skox, so I drew a little forest with lots of berries, some deer and birds. It's a very nice place for a little skox for sure :3
I do love working on these banners a lot. The doodle style makes it rather easy, but what I love is, that it reminds me a lot of the games I played as ...
2023-02-15 20:04:35 +0000 UTCView Post
Sorry that there is still no new playable prototype. Last week, I concentrated on finishing the last commissions, I had, so that I can concentrate on this game in full.
Instead I decided to talk a bit about the shape of the game.
I was sitting down, to work on this project and saw that my art program, Pro Motion NG, updated.
So far, nothing bad, just some layout changes, some keybind changes. It was actually looking quite nice...
Until I saw they removed a tool, that was essential to me. In earlier versions, you could copy a layer over several frames, then paste it back in. That allowed me to do animations relatively easy....
some news from me. I think bad news first? I don't think there will be a prototype on next Monday (February 6th) either. The reason is just that I am progressing, but not fast enough to make the deadline. Also work might slow down a little, next week. More on this later though.
The good news are rather exciting though!
I created a 2 more enemies and I am adding things at a pretty good pace, considering...
I prepared a little animation here! The purpose of it, is to choose the look of "death" scenes.
Some considerations: First of all, the left one is just a straight up copy of what I made before. The right one is an attempt of me to re-create it in a different style.
Now, further considerations and why I'm doing it. It's pre...
So yeah, I posted this on the discord server already, but for everyone who isn't there, a chance here too:
I did a lot of concept work over the weekend and some problems arrived with some designs. So, to get things detangled, I'd like to know what do you expect from Dungeon TF (the roguelike, that has perma-TF instead of perma-death)?
Simply put, why would you want to play it? Do you look forward to the "death" scenes? ...
Well, like the title says, no Monday update (30th of January). The reason is rather simple: I don't have anything really to show.
I'm working on a better AI (most of the week) and am concepting over the weekend. There is new stuff coming soon, but I won't have anything ready (art wise, to accompany it) for Monday.
So plan is to have the things ready for the the Monday after (6th of February). I will have some art rea...
as I mentioned on the discord server already, I am not sure I will meet the quota of another prototype coming Monday (30th of January).
Going over things, there are also a couple other things, that popped that make me wonder.
Currently most things, I am working on, are under the hood. Like improved mob AI. To most players there won't be really a difference, as you still can't fight monsters, etc.
The last content concept update for Dungeon Misadventures, for now.
Breeding!
Yep, kobolds can breed and the mechanics are quite fun. First of all, kobolds will have traits, which are inert to them. They cannot be learned and only gained/improved on through select breeding. These traits will be stuff like extra strength, faster learning, etc. Of course, negative traits will be a thing too.
as promised, the second last remaining info I have on Dungeon Misadventure (survival game), specifics. The last one will be on breeding mechanics and is planned for next week.
SO, jobs. Well any good base management needs them. Jobs will be defined by the tool, a kobold is assigned to (or a working station) and kobold can only hold one job at a time. Though, they can switch jobs at any time.