Jump to content
  • Advertisement
  • entries
    14
  • comments
    5
  • views
    1452

Kickstarter, Cooking, and Quests: It’s the VMD3 for September 10th

Sign in to follow this  
WarpDogsVG

1101 views

Hello monster friends!

It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)

The marathon continues! This past week saw the release of the latest demo, and it was a big one.

www.warpdogs.com/wererelease/

I want to thank all the people who took the time to share feedback! You are making Village Monsters a better game. You can expect another release tomorrow that contains more features and bugfixes reported via feedback

The Kickstarter is coming soon. Real soon. As in, in the next 48 hours! I'm so pumped. And nervous. Mostly pumped!

As with last week I'm going to keep the text at a minimum and make this a screenshot blitz. Let's get to it

TyoHT5t.gif

I did a fair amount of work on the last hobby prototype, Cooking. It's far from where I want it, but it'll improve over time

eBAFM6h.gif

Remember the potion system? I went and combined it with food effects to open the door for all sorts of goofy fun. Snowberry Shrooms now properly chill you to the bone, while Spicy Shrooms put an extra kick in your step

HGmDXb5.gif

A new area, the forest, has been implemented. This is also your first chance to investigate some of the glitches and faults ruining the world outside the village

uLq6XDC.png

The first of many quests have been added - meet all villagers in town! There's no reward for finding them all (yet...), but it's a good way to track your progress

rYzbZH9.png

Finally, more helper text has been added to Home Customizer mode. You also are automatically placed in this mode when placing a new piece of furniture

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 G-Dot
      Hello everyone! Recently I was doing behavior trees for enemies in my game and I've stuck with one issue. One enemy type of enemies is called Shooters (working name). So they've got a simple behaviour: pick a point near player, go to it and perform some attacks. The issue is what then they are picking point to move it happens that often they took almost equal points and I often see heaps of them in one single place. I want them to spread across arena evenly, but don't know how to do this. I think that it can be done with more advanced work with blackboards and communications. 
    • By Mutantgun
      Hi Everyone,
      Hopefully all of this makes sense at the end, but if you need anymore clarification please let me know.
      Background: My MMORPG is a sword playstyle based game, where players need to complete a dungeon at the end of each floor to be able to progress to the next. (Players can go back to lower floors / Specific floors will have specific resources needed for crafting as to give players a reason to go back / Player skill progression will also require them to do specific quests/tasks on specific floors, again giving them reason to go back)
      Inspiration: Sword Art Online (Anime) - Aincrad game that the players were stuck in
      My map progression issue is this: I'm split between having all players locked to a specific floor until they/or the party they are in, completes the dungeon, then those players unlock the next floor OR if as soon as a party clears the floors dungeon and unlocks the next floor, that floor is unlocked for everyone on the server.
      I'm going to split these into options 1 (Individual Progression) and 2 (Server Progression).
      Option 1:
      Benefits:
      Allows the more dedicated/end-game player base to progress at a faster pace. Allows for end-game guilds to form and recruit from a more end-game player pool, I.e. Players from that specific floor Allows end-game players to sell their services to help newer players to progress through the lower floors Drawbacks:
      Possibility of new players being stuck in lower floors as there might not be good enough players left on those floors to help them make a party and progress through the dungeon ? Option 2:
      Benefits:
      Allows new players to skip floor progression to be with their friends that have progressed further in the game ? Drawbacks:
      Players will be on floors where they might not be able to survive or complete solo content because of their lack of skill, items, game knowledge Complains from new players saying the content is too difficult, as they are skipping floors New/lower player base will essentially just be waiting on the end-game players to finish the new floor unlocking it for the rest of the server, basically letting them sponge off of the top players progress After typing all of this out it's starting to become more clear cut as to which option I should take, but I'd like to check with the community here as I'm sure there are other benefits/drawbacks that I'm missing that might change my view of things.
    • By Octane_Test
      I want to render an ocean where players can change waves’ amplitude in real-time. Initially, I would render rolling waves (see picture). As the amplitude increases, I need to transition the rolling waves into breaking waves (see picture). For now, I am not going to show the shoreline onscreen so I don’t need to render breaking waves interacting with the shoreline; I only need breaking waves on the open ocean.

      I’ve tried three different approaches so far and I’ve only had success with rolling waves using approach 1. Breaking waves have been impossible so far with all three approaches.

      Approach 1: Mesh deformation

      a.     I can create smooth rolling waves using the Sine and Gerstner equations.

      b.     Since I can’t use these equations for breaking waves, I tried to implement them by using this free plugin whose output is similar to this paid mesh deformation plugin. But there are 2 problems with this plugin approach:

      ·      There is no smooth transition between rolling waves generated by approach 1a and the breaking waves generated by the Deform plugin

      ·      The output of the plugin does not look similar to real breaking ocean waves in three different ways:

                                                     i.     No smooth blending with the ocean surface

                                                    ii.     A large depression is created below the crest

                                                  iii.     The entire wave is the same height (rather than with more realistic variations)

      c.      I considered using vertex shaders but this approach seems similar to mesh deformation.

      Approach 2: Fluid dynamics + metaballs

      1.     To render an ocean I will need thousands of particles which will be too expensive in terms of performance (especially for mobile devices).

      Approach 3: Using mesh files

      1.     I can create breaking waves using some 3D software like in this post but then I can’t modify the ocean in real-time. It will be more like a pre-rendered simulation.

      To summarize, I am looking for an approach where I can vary ocean waves’ amplitude for a smooth transition between rolling waves and breaking waves. Please let me know if you have more questions.

    • By keki123
      Hi there,
      I need help! Based on my own experiences, I have a theory that if we (game designers/builders/creators of awesomeness) were to have a simple method for collecting and analyzing feedback about our games we could:
      significantly improve the early game-play and feel of the game,
      reduce the time it takes to keep or kill our ideas,
      improve the time it takes to go from thinking to world building (idea to production),
      stay engaged whilst on the journey to full production.
      So before I go any further with my theory, I’d love to get your thoughts and opinions. Are the problems I face just mine or are you experiencing them too?
      Please help me by completing this quick questionnaire:
      https://www.surveymonkey.com/r/9SFXKHD (it should only take 2-3 mins) 
      or providing any comments you feel might help (please be constructive ;)).
       
      Thanks in advance!
    • By Pepsidog
      I'm wanting to create a hybrid game between turn based and action.  I'm looking to create a system where the player has a list of attack or move options on their turn, but I want to add a skill minigame in order to make the game more engaging for non-strategists.  I figured some sort of minigame or something.  Any ideas are welcome.  Thanks in advance!
  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!