just updated the trilogy with changes that don't really affect the player. this update just makes the code consistent with the mobile and itch versions of the game. this helps us fix bugs across the board if one crops up. thanks for playing and enjoy the steam summer sale! :>
edit: the update archived the images in the game folder by accident, they've now been unarchived for your memery! same goes for scripts now!
just updated the trilogy with changes that don't really affect the player (with the exception of a bug where, after acing the game and seeing the short secret scene, the credits appear completely black. that bug's now been fixed!). this update just makes the code consistent with the mobile and itch versions of the game. this helps us fix bugs across the board if one crops up. thanks for playing and enjoy the steam summer sale! :>
edit: the update archived the images in the game folder by accident, they've now been unarchived for your memery! same goes for scripts now!
Like weapon picking you go to the HUD menu on right side and pick a trap and place it.
Selecting the teal scroll icon will bring up more info about this weapon or trap.
You can still reposition the trap with right click or just picking it again and placing it.
ESC will close open windows and trap placement before bringing up settings.
Currently coin rewards are being paid out in Rubies at the same time, until next patch when I will split the coins and rubies.
Balance is still pending, so payouts are pretty big.
Weapon cooldowns reduced significantly, along with its upgrades. (Weapon final power upgrade coming next patch - this will be the last major game change)
Weapons not loading all their properties has been fixed
Weapon stat update displayed correctly
Missing translation tags on the weapon button has been added
Traps have upgrades as well now and they are as follows:
Activation delay (for laser and sonic pulser): Affects the shot cooldown or pulse cooldown of the traps
Size for all others: This increases the size of the trap, making it more effective.
Detection range: How far they can be detected by bugs prior to their attraction values (each bug loves different traps)
Attraction Boost: How interesting a trap is to bug species, this is a flat increase in base %
Call of the Void: A power up at level 4 that makes the trap incredibly attractive to all bugs at all ranges. A graphic and sound will play indicating its activation. Bugs will blindly walk towards traps for this period.
Call of the void duration: The above will run for this long
All traps with Call of the void ability share a common time stamp when they were activated, so if a trap's call of the void activates, then the cool-downs for all traps are restarted based on their cool-downs. This does mean the that cool-downs start for all traps even if they aren't actively placed.
Purrfect Apawcalypse: Love at Furst Bite - denise.truo
just updated the trilogy with changes that don't really affect the player. this update just makes the code consistent with the mobile and itch versions of the game. this helps us fix bugs across the board if one crops up. thanks for playing and enjoy the steam summer sale! :>
edit: the update archived the images in the game folder by accident, they've now been unarchived for your memery! same goes for scripts now!
Hello all, time for another update on Verdant Villageās development, or rather re-development at this point. Things are moving along smoothly I think. Similar to last month there is definitely still something of a learning curve with the engine. All in all however I think Iām moving faster than I was. Which is pretty much all I can ask for.
So, what actually happened this month? Well, let me tell you something. I just looked at the last dev log to see what Iād accomplished last month as it all runs together for me. The last thing I mentioned was and I quote āAt the moment, you can really only till ground but everything else should follow quickly.ā.
As is sometimes the case, I had no idea what I was talking about. Farming is complicated to say the least. I am happy to report that it is working in basically the same capacity as it is in the live version now. I think the only thing thatās missing is a function for using growth powder to make crops grow, but that would truly be a single simple function.
I say all this, quote and all, because I clearly forgot how complicated farming is. For a brief rundown, first you have to be able to till a tile of land, check. When I started this month, this was quite literally the only check. A tile then needs to be recorded so that it can be recreated when you leave and re-enter the area. For the object itself this involves creating the tile but then also setting up functions to display the tile correctly depending on how many tiles are surrounding it. Tiles also need to be able to adjust their appearance after they are created for when tiles around them appear or disappear. And need to be able to do this quickly to avoid stutter each time you till a tile.
After that you need to be able to water a tile, which involves the watering, as well as the use of the watering can. Adding the watering can involves implementing an item that has limited uses and displaying the data properly. As well as adding water that you can actually fill the can up from. And after all that you need to be able to plant seeds, which need to be recorded similar to tiles so they can be recreated and manipulated properly. Then they need to have code to be able to grow, wither, become harvestable, regrow in the case the perennials, and abide by seasons.
I didnāt consider it when I started remaking farming, but its probably one of the most complicated systems in the game. Its not particularly hard to code, but thereās just a ton of factors. Compare this to something like mining which is basically, hit rock, get item. So long story short, past me thought farming was simple but got to remember that its very complicated.
Despite this, I did manage to tackle a few other things this month. First, the automatic pickup system works now. For those who have played the game thatās when there are items on the ground and you walk over to them they will gravitate towards you and be collected automatically. This also displays a bit of UI on the left. This UI has also been coded to work with manually picking things up like when you harvest a crop. Itās a smaller system but still something else out of the way. I also did a bit of refactoring on the inventory system to make it more efficient and scalable.
And last I started on what I am still working on, trees. As with crops they are a complicated system mostly because they grow. Progress is going well however, you can chop them down and gather materials so thatās about half the battle. The tough part was in animation, which Iām happy to say thereās been an improvement. If you played the current game youāll likely notice that trees just sort of shift their angle and wobble when you hit them, even the roots move. It took a bit of doing but trees now animate in a different way that looks better in my opinion.
Next on the list is to get trees finished which mostly involves having them grow and record their data properly. This is thankfully more simple than crops which abide by more factors. Trees sort of just grow and they donāt have to correlate to a tilled tile. Since Iāve already done this sort of thing once I think it actually wonāt take long this time around. But future me will be sure to quote current me if Iām putting my foot in my mouth right now.
So that is basically it for this month. Things are progressing nicely but thereās still plenty to do. My general plan was to get all the basic tools working first. That sort of spun into all of farming. Similar to how the axe is spinning into setting up trees. The next and last tool is the pickaxe. As mentioned before though thatās basically, hit rock, get item, so it should be easy. After that Iām not sure what Iāll move to next. A likely choice seems to be setting up some basic zones and getting shops working. Currently Iām walking around in a giant green field with a puddle to fill up the watering can, a single tree, and the player house. So you know, that probably needs to change a bit.
Anyway, as usual, thank you all for your patience and support. Seeing people thumbs these up and comment and stuff is always nice. Youāll hear from me in a month with hopefully far more to report on.