Jump to content
  • entries
    13
  • comments
    5
  • views
    997

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

Sign in to follow this  
WarpDogsVG

803 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 Erik Nivala
      Hello everyone,
      I have been programming games for about 3 years now mostly in Unity/C# (alot of my knowledge comes from youtube tuts) and now i feel kinda stuck and don't really know what i should learn/improve. My goal is it to get a job as a Gameplay programmer and i feel like a big problem is the code structure. So i was wondering whats a good way to improve that ( where can i learn good practices and code structure). Are there any good open source projects that i can look at and learn from? Since it doesn't really help if i just look up random open source projects since i won't really know if they are good examples.
      Also maybe someone has some good advice because i want to make games and want to make games with other people but every hobby project i join ends up abandoned.
       
      Thanks for any answers.
       
       
    • By LukeCassa005
      I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were:
      Should we stick to a Vulkan and maybe use a translation layer like MolteVk to port it to macOs ? Is it worth tl write the multiple APIs renderer ? Should we write a different renderer for each platform and then ship separate executables ? (Sorry for possibly bad English 😁)
    • By Pancake Studios
      Hello guys,
      My name is Quinn and I'm new to the forums here.
      I've made my first game for android, google play and I would love to get some HONEST feedback! 😃
      Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing.
      Here is the link to my game on the google play store:
      https://play.google.com/store/apps/details?id=com.PancakeStudios.SpookyDriver
      Features:
      ★ NO annoying banners!
      ★ 100+ cool cars to choose from!
      ★ Play to gain new awesome cars and medals!
      ★ Three themes (forest, street and sea).
      ★ Top ten ONLINE highscores! 🙈🙉
      ScreenShots:
    • By Armando Alonso
      This is a game concept i made for the gmtk game jam over the weekend, check it out here: https://piranha305.itch.io/kingdom-battle, is this a game idea i should keep pursuing, right now in it's current version it's pretty basic, but it could be expanded on with more unit types and a multiplayer system, but i don't know if i should invest the effort? also right now the art it's using if from kenny.nl assets, but i'm im gonna roll with the idea, i'll probably get the art remade.       
×

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!