Jump to content
  • Advertisement
  • entries
    13
  • comments
    5
  • views
    1043

It's the Village Monsters Dev Diary Digest for July 30th, 2017

Sign in to follow this  
WarpDogsVG

900 views

It's the weekend, so that means I get to share everything I worked on last week in yet another edition of the Developer Diary Digest!

Before I begin, I wanted to quickly plug something. You might not know this, but I have a newsletter for Village Monsters, and I would absolutely love it if you signed up for it!
 
H4DtcAd.png

Newsletter Signup: https://tinyletter.com/Village-Monsters

I try to reserve the newsletter for only big ticket items, so you'll be the first to know of releases and other important news.

Anyway, back to the update!

---

I had a few really productive weeks this month, so I guess I was 'due' to have a slow one. I didn't get nearly as much done as I had hoped, and I ended up getting caught in a few technical quagmires; still, I have things to share, so let's get on with it!

Fleshing Out Hobbies
From day 1 of development I knew that hobbies were going to be a major feature of Village Monsters. When you aren't talking with villagers, improving your house or solving mysteries, you'll probably be progressing your skills (and making money) with one of the various hobbies

Critter Capturing was the first hobby I put in, followed by Fishing and Archaeology. I had a bunch of ideas for other hobbies to add to the mix, but I wasn't sure which ones would work best. Well, until now.
 
yvkSaGi.png
(icons are very much 1st draft)

Village Monsters will now contain five hobbies for you to enjoy: Cooking, Critter Capturing, Botany, Fishing, and Archaeology. This post details some new updates to two of them.

Botany Prototyping
Botany is one of the new hobbies I've been working on, and it includes everything plant related.

The reason I'm going with Botany instead of something like Gardening is that you'll be able to do way more than grow a simple garden

This week, I played around with planting & watering trees, as well as managing growth as time progresses - assuming you make sure to water and care for them each day
 
0K9keDU.gif

Like all prototypes it's a big work-in-progress. However, thanks to feedback from a user at another site I've had some intriguing ideas that I'm keeping under my hat. Stay tuned next week, yeah?

Fishing Revamp
Fishing was one of the first hobbies I implemented, but I haven't touched it since. It's in a sorry state as of the last demo, and I'm pretty embarrassed by how bad it is.

What began as a 'revamp' quickly turned into a 'refactor' which the became a total 'rewrite'. I tossed out all my old code and rewrote it from the ground up.
 
bxRwT1j.gif

It was a slow process, but fishing is in a much better state in terms of stability and mechanics. Work will continue on this system this week as well.

I've always been dissatisfied with fishing minigames in other life-sim games, so I'm going in a different direction. You can expect a system that's much more inspired by JRPGs than any existing life-sim out there.

Quality of Life
To wrap up, I also included a grab bag of bug fixes and quality of life improvements that I received from demo feedback.

Trees should behave better and no longer give you a permanent hug. Birds fly a bit slower. The keyboard control scheme was reworked. Critters should hopefully not crash the game as much. Your bit (currency) balance is now shown when you add or subtract from it

And so on.

I also got a lot of writing in this week as well. Every item - every single item - has a unique description and flavor text. Some even have detailed backstories. Pretty nuts, right? Well it's been a ton of fun, so there's no stopping me now.
 
PuDjcVg.png

Until next time!
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By mtjscott
      Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position.
       
      If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much.
       
      Here's What happens:
      https://gyazo.com/f211e50f32ac59437a93dad7295a14be
      (screencap gif of the game viewer)
       
      Here is the shoot script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } }  
      Here is the camera follow script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }  
    • By Nilmani Gautam
      Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. 
      And from our next section we will create 3d game 
      We will create CUBE RACE for our lesson.
       
    • By sosnol_gaming
      The massively popular memes "Bongo Cat" has been made into a smartphone game!
       
      Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns.
       
      FEATURES:
       
      -Participate in duels;

      -Get money and experience for winning;
       
      -Open new duels;

      Google Play:
      https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels
      Youtube:
       
    • By Tanzan
      Hello  all,
      I just finished my first Android game and published it on Google play...
      I know its not the next red dead redemption2 but it would be nice to have some comments/feedback on it if its worth it to go on with a release 2.0. or move on to the next game? (red dead redemption 3  )
      Anyway thx for your reading time and i hope on some nice reviews!
      https://play.google.com/store/apps/details?id=com.gamlex.android.games.typomania
      Regards,
       
      Tanzan
       
       
    • By Sultown
      Good evening.
      Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
      I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
      Let me know if this needs clarification or if this is in the wrong subforum.
      Thanks.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!