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Messages - WarpDogsVG

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31
I totally agree with your points. I think the biggest weakness in storytelling in games is that nobody seems to know how to up the stakes without ratcheting it up to 11 and making it about messiahs and destiny and god and all this other nonsense

It's especially frustrating because, as you say, ME1 and even ME2 completely nailed it. There were, in a sense, small stories, and Shepard was mostly an above-average leader that was in the right place at the right time.

Shepard was never more than just a dude, so to transform him into this messiah figure that was given the power and authority to determine the fate of the entire universe was absurd and unearned enough, but then the choices themselves...jesus. It's like the writers each took an Introduction to Philosophy class and boiled away any scraps of nuance they had leftover

32
If I want to get into Mount & Blade, where should I start? I keep thinking I should just wait for Bannerlord but that feels like it could be a seemingly infinite wait

34
Oh, and it's a full moon! New version and for the first time - a new trailer

Happy Full Moon, y'all!

It's been 6 months since I started Village Monsters, and this latest demo - code named Strawberry Thunder - represents the final Pre-Alpha version I'm releasing. The next demo you play will be the first official Alpha release!

Pre-Alpha means that the game lacks core gameplay loops, has placeholders, incomplete features, bugs, and is overall pretty rough. However, out of all the releases I've put out this is by far the most polished, content-filled, and interesting - or, at least, I hope so!

If you like playing early games then please take a look! If you're still on the fence about a game so early in development, then why not follow along on this topic, Twitter (@WarpDogsVG), or my main site, www.warpdogs.com!

Have fun!

Trailer:

Demo:
http://warpdogs.com/were-release/

35
Looks fun! :) I was thinking of doing continuous TV shows for my game LIFE, but that scaled down to a very simple teletext machine that gives occasional readouts of news, because animating things is hard and my game engine is badly designed for it.

Also small thought, perhaps it's already on your list and I appreciate we're in early days, but a redesigned sweep-net anim at some point would be good, if I'm right in thinking that's the tool that has the funny rotatey/spin thing going on. When I played the first time I had no clue what that thing was.

Haha, you're totally right. One day I'll attach the tool to the player hands and have a player animation, but I was worried I was going to change the player sprite like a million times and didn't want to do too many complex animations if I had to change them

36
God I love the look of this. It seems most SciFi related stuff is either "super clean & sterile" or "dirty space truckers", but this is the style that I really love

37

Another week has gone by, and that means another version of the Dev Diary Digest! It's late again, but that's because I've been busting my butt off. Lots to share today, so let's go to it.


One of the bigger changes I made last week was to the furniture placement system; It's now much easier and more intuitive to move furniture around your home. You can move furniture with either the gamepad or the mouse, and with the gamepad you can click in the right stick to snap back to the grid. It's pretty neat!


Speaking of house things, I've also started prototyping various upgrades to the overall structure of your house. Upgrades will generally fall under two categories - size expansions, and new functionality. In the above gif you can see an example of the latter: a hidden room you can install to any room.

Like with the rest of the house you can do whatever you want with your hidden room, but for me? A house isn't truly a home until you have a secret room to eat cake in.


I reworked how to make donations to the historical society and it makes a lot more sense than the old version. Currently only critter donations are possible, but they have their own little section to run around in now

I also greatly increased the spawn rate of new critters during an average day as during my playtesting I wasn't finding a lot of them.


Someone suggested last week that it'd be neat if villagers could say something as you walk by them, so I put in a barebones prototype of a system that could do just that.

Right now it's pretty simple smalltalk, but in the future I could extend it to when villagers have something important to say, merchants that tell you about sales, inter-villager conversations that you aren't involved in, and so on.


In previous versions you had the ability to roll, similar to 3D Zeldas, and it served as a way to interact with some objects - like rolling into trees to knock stuff out of them.

In the upcoming version I've removed rolling entirely (it was causing a surprising amount of issues), but I still wanted a way to shake trees, so I added the ability to shake them by hand. The 'loot table' for a tree is pretty big, so you never know what'll pop out...


Finally, I put in a prototype for daily shows you can watch on TV. Each show has a timeslot (like early morning, afternoon, etc.) and they'll differ greatly from one another. In the early morning you get the weather, which is useful, and in the late morning you'll get the 'news', which is mostly silly writing making fun of things Good Morning America

It's all very lightweight - maybe 2-4 boxes of dialogue per show - but when appropriate it'll have continuous storytelling, running jokes, and more. Believe it or not, having daily TV shows was one of my earliest design notes I scribbled down!


Well, I suppose I should wrap this up. I did even more than the above, like adding shadows to all the buildings, idle animations to the rest of the villagers, and more, but pretty soon you'll be able to see all of this stuff yourselves.

On July 9th - In less than a week! - I'm releasing the last pre-alpha demo for Village Monsters. It'll contain all the new stuff I've talked about for the last couple months and a lot more.

I define "pre-alpha" as being pretty rough and lacking some or most of the primary game loop,s systems, and core features. This is definitely my most polished and content-filled pre-alpha yet, but the release that comes after - in August or September - will be the first alpha release, and then we'll be cooking with fire.

But! That's neither here nor there. I hope you'll all take a look and play around with the new release when it comes out this Sunday!

38
I could never get into Mount & Blade for whatever reason, but Bannerlord looks so good. I think I'll have to check it out.

39
You know it's funny, I didn't think it was too fast but you're the 3rd person to say so! I guess I envisioned it more bouncing with than breathing, but I went ahead and slowed it down by a couple frames per second.

To answer your other question, there will be achievements, but one of the biggest ways I'll be guiding the player is via the Compendium, a log of sorts to keep track of people you've met, critters you've caught, and so on. Filling out the compendium will be an incentive on its own, but it'll also help the player know what's available to do


40
Another week has gone by, and that means another version of the Dev Diary Digest! It's a bit late this time around, but hopefully you won't hold that against me.

This week was a quiet one full of mostly back-end changes - a better collision system, lots of bug fixes, etc.

There are just 2 weeks left before the last pre-alpha demo is released on July 9th (with the first alpha demo coming out in September), so it's been a balance of cramming in as much new content as I can while also making sure it's not a jumbled technical mess.

Still, I do have a few things to share!


I spent a fair amount of time this week re-iterating over a few buildings in the village as well as creating new ones.

This'll be part of the overarching narrative, but the monsters didn't actually create this village - they found it. As such, the overall design goal of the village itself is a mishmash of re-purposed buildings + new buildings the monsters created.

In the above gif you can see a church, a log cabin built by a Harpy-turned-carpenter, and the ramshackle town hall.



Slowly but surely I've also been adding more and more furniture to the game. Another design goal is to have it so that every furniture piece has some way to interact with it, even if it's very small like spinning the globe.



Finally, after some feedback from last week I've decided to add some basic idle animations to the villagers. Because everything is so in flux I don't want to spend too much time animating something that I might need to scrap and redo entirely, but I figure a little bit of animation is better than no animation at all.

(you can also see me get frustrated with that darn Sun Fly for getting in the way of my shot)

41
Hah, definitely don't want to startle with the birds - good advice, I'll slow 'em down.

That's an interesting question regarding the actual consumption of content. My original vision for the game back when I first started on it was that there would be two very distinct choices whenever you started a new day - it would either be a 'village day' where you hung out, did chores, shopping, etc., or it'd be an 'exploration day' in which you spent time outside of the town. I thought it would be interesting to give the player almost *too much* to do in a single day which in turn would make their choices feel meaningful

Buuuut, as the game came together I took more and more of that stuff out until the whole exploration bits disappeared entirely. It just felt too stressful to the player to make them miss out on content all the time, and it triggered some major feelings of 'fear of missing out' in me

My solution to this has been to design the game around short-term and long-term goals. Short-term goals include things like "I want to go fishing", or "I want to rearrange my house", or "I want to attend this event". In general, you'll be able to do everything you want to in a given day, so long as you manage it well enough.

The choice comes from the long-term goals, which include things like "I want to complete my fishing collection" or "I want the largest house". It will not be possible to accomplish every single long-term goal in your first year by virtue of the fact that there simply won't be enough time in the day to do everything

The nice thing about having a cyclical game (meaning the calendar wraps back around to spring) is that for the hardcore players that do want to see and do everything, they can - they just need to put in more time. In general, the game will be tuned for that initial year so that the average player can experience everything the game has to offer, with subsequent years being available to catch up on things they missed or try something new entirely

42
Another week has gone by, and that means another version of the (newly renamed) Dev Diary Digest!

Without really meaning to this week followed a consistent theme - ensuring that every day (in the game!) feels different, or unique, or interesting, or surprising. That's been a mantra of mine since I first started, and I'm increasingly in the position to make good on it


First up, I changed the merchant around so its stock changes each day. I also split up the show floor so he sell both furniture and normal items now.



Speaking of daily refreshes, similar to Animal Crossing there'll be a number of things that reset each day. For example, each day a number of 'diggable spots' spawn around town that you can find treasure, monster fossils, minerals, and other goodies. These spots used to be marked by a simple 'x', but this week I changed it up so that each category of items gets its own unique icon: treasure looks like a half-buried treasure chest, fossils look like half-buried bones, and minerals look like a half-buried rock



Next up, I added a bunch more 'atmospheric animals' (which is a bad name). Unlike other critters, these animals are mundane and cannot be caught or donated, and they are mostly ambivalent to the player. They exist purely to add flavor and atmosphere to the village as you walk around each day. Like critters, the types of animals you'll see differ based on time of day, weather, and season

Games these days typically achieve things like atmosphere and 'sense of place' via a strong or unique art style. It should be clear by now that I'm no artist, so I'm hoping to accomplish the sense of place by focusing on the little things and attention to detail.

For example, every so often you'll see a bird fly overhead...


But in the fall, things change slightly - instead of flying north, they fly south...


Again, it's a small thing, something that most folks won't notice, but I want my game filled with these things to give it a realistic feel and personality



I don't just want each day to feel different - I also want each time of day to have its own 'feel'. The main way I'm accomplishing this is by giving villagers their own schedules (TBD) and having unique hourly music (also TBD), but I also want activities, both big and small, to change based on the time, season, and weather.

For example, the above campfire is a good place to hang out and roast some food, but it's only available at night during the warmer seasons

In general, each day I want the player to wake up, check their calendar & weather report, and feel excited about the possibilities of the day. Oh, it's clear tonight - that means the campfire will be open! Oh, it's raining this morning - I bet I can catch that rare fish! And so on.



Finally, I want to share a WIP behind-the-scenes thing - my design doc for the yearly calendar. I'll have more to say as it becomes more fleshed out and finalized, but you'll notice that there are 8 months (2 for each season) and that most weeks have 1-2 events or holidays to look forward to.

This might sound obvious, but what's the best way to make a day feel unique and different? Make it a special holiday with unique activities, themes, music, and more. I'll have a lot of them!

43
General Chatter - The Boozer / Re: XKCD Gardens
« on: June 09, 2017, 10:13:04 PM »
Oh wow, I've never seen this before but it looks really really cool

44
I was thinking about it, but I'm having a hard time 'realistically' moving trees, at least in the style I chose. I may experiment with some things to see what works

Different weather types will be a big part of the game, and it would seem pretty odd if the grass and flowers are going crazy in a thundertorm but trees are just sitting there

45
Gonna be following this one, definitely love all the games you list as inspiration, and man, it's crazy there hasn't been a modern version of Sim Ant! Looks great, duder

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