Welcome to another (slightly late) weekly developer diary of Village Monsters!
Another productive week is under the belt and we’ve had so many of those in a row that our stomach is full to bursting. I let that analogy get away from me, so let’s cover our losses and proceed with the update!
New New You
If it feels like I’m making changes to the player sprite each week then that’s because I am.
After some feedback on my previous update I’ve made some changes to the head and eyes. I’m slowly inching toward a final sprite ‘template’ which’ll allow me to create even more variations (so you can pick your gender, skin color, hair, etc.)
Villager Journals
You like invading people’s privacy, right? Of course! We all do. That’s why I’m giving each villager a journal for you to secretly read when they’re not looking.
Some journals may be very well hidden, or in rooms that you won’t have access to right away. Be ever vigilant, you nosy parkers!
Movement Changes
I’ve made the following changes to movement. Overall the goal was to make things feel better – in this case “better” means easier and more precise.
Default movement is now faster
Sprint is now a toggle (will be an option in final version)
When using gamepad, tilting the stick partway will result in walking
Tilting all the way transitions to run automatically
You can walk via the keyboard by holding Control
Helpful Helper Icons
I spent a lot of time coming up with little icons for each interaction. Unfortunately for me, I later realized I hated them all and they weren’t very helpful.
They’ve been replaced by much more helpful button icons which tell you what you need to press. The helper text remains unchanged.
Welcome to another weekly developer diary of Village Monsters. It’s been a productive week over here at Village Monsters HQ. Maybe it’s because my area has escaped the heat that as seemingly conquered the rest of the world. Maybe it’s because my new developer pipeline is really starting to shine.
Maybe I just had a lot more Red Bull than usual. I don’t rightly know, but I’m sure I shouldn’t question it. Let’s take a peek!
The Old Man and the Sea
Ask any master fisherman what his greatest tool is and he won’t talk to you about lures, hooks, or rods. No. He’ll instead talk about that nearly indescribable fisher instinct, or fishtincts as they’re called by the masters.
These fishstincts are now finally represented in the game. A special icon is displayed and a distinct noise is played when it’s time to snag that tasty fish, and you’ll somehow intrinsically know whether your timing was too late, too early, or if the line broke.
History Books
The Historical Society has been renamed the Library, though it’s more than just a semantics change. You’ll have to see for yourself the next time you visit.
Skulliver!
Quick – what’s the village currency called? You don’t know, do you? Of course not! I barely do and I created the damn things.
Well it doesn’t matter now as they’ve been replaced by silver coins known as Skull Silvers, more commonly referred to as skulliver or even just skullies.
You can earn skulliver by pursuing hobbies, helping villagers or working part time, and they’re used to pay for everything from your mortgage to a hot drink in Overflow.
How to Win Friends and Influence Monsters
Making friends with your (monstrous) neighbors has long been an important feature of Village Monsters, and this week was the first time in awhile that I tweaked how it works.
You can now gain “Bonus Friendship” for actively maintaining your relationship with a villager by talking with them every day. Think of it like a combo streak: the more days in a row you talk to them the faster your friendships grows.
The catch is that this bonus resets if you break the streak. You’re allowed to miss a day or two – I get it, we’re all busy – but after that your streak is reset. You’ll never lose friendships, but don’t let that keep you from being a good friend, human!
Begone, Bugs!
Fixed an issue where a villager’s intro dialogue wasn’t triggering correctly
Time now pauses while the main menu (or your journal) are open
Fixed some goofy problems when sprites changed states
It’s a partly sunny / partly cloudy day here at Village Monsters HQ, and it’s perfect weather to reflect back on a productive week of work.
I’m trying something a bit new this week: instead of a handful of items with detailed explanations I’m going for a lot of items with just a screenshot and blurb about the change. The idea is to make these logs easier to write and more entertaining to read.
Let’s boogie.
Helpful Hints
Each release I like to add a big, goopy layer of quality of life changes. This week I decided to add many more instances of the little ‘helper notices’ that direct how you can interact with the world.
These were in previous releases, too, but now you’ll see them for talking with villagers, picking up items, interacting with furniture, and much more.
New tool belt…
Speaking of quality of life, the tool belt menu has been lacking for awhile. To make it a bit friendlier I went ahead and removed unnecessary tools and changed up the size and transparency to make it look nicer.
…and new you!
The human (you) has received another face lift. Well, maybe it’s more of body lift? He’s now slightly wider, taller, and has new eyes.
I get asked this a lot, so let me be super clear: there will be plenty of appearance options to choose from in the final game! You’ll be able to choose your gender, skin and hair color, and much more.
Swing City
While I was messing with the player sprite I took time to redo the net swing animation. My original intention was to always have something akin to Link to the Past, so I did just that!
As I watch this gif it’s made me realize I need a little FX to play when a critter is caught, so that’s been added to the backlog.
Begone, Bugs!
There’s also a flurry of bug fixes that happen before a new release, and this one is no different. Here’s what I squashed this week:
Collisions of exterior elements (like fences and trees) have been improved
The camera is now less prone to “half pixel syndrome”
Selecting items via the tool belt menu will no longer caused you to “interact” with whatever object you’re next to
A number of dialogue typos have been corrected
A number of temporary objects left behind in Beta 1 have been cleaned up
As usual I probably introduced a fun stable of bugs alongside the ones I fixed, so if you do notice any weirdness then be sure to send me a message!
The days are getting longer and hotter here at Village Monsters HQ, and that makes it easy to tell I’m a game developer: all I want to do is spend my days inside working on a computer.
As with previous weeks this is a very dialogue focused update, but I also managed to sneak in some new furniture and decorations, so let’s get to it!
New Decorations
Each release I try to at least make an effort at adding new furniture and decorations, but this past week I sat down with purpose and added a whole bunch at once.
You can now find pumpkin garland, teddy bears, dinner plates, instruments, rugs, plants and a whole bunch more stuff. Villagers having many more options to decorate their homes means that you do, too!
(Not literally, though; I fixed the bug that allowed you to rob villager homes stupid of furniture and items.)
Everything you find in a villager home can be bought at the store and used in your house, but if you see something you really like you could always wait until the Spring Cleaning event and haggle for it with the villager themselves!
Smarter Conversations
I’ve written lots and lots of dialogue so far, but that’s really only the first step – after all, you probably want to read dialogue in a game, not an Excel spreadsheet, right?
Lately I’ve found that implementing dialogue has been a great way to come up with new ideas and systems. This has turned into a very jolly feedback loop where I’ll write some words, get an idea, prototype the idea, and then write even more words!
Here are some examples of things I’ve worked on or plan to soon
Villagers can now wake up in special ‘states’ – like being sick, grumpy, energetic, and so on. This’ll change their dialogue for the day.
Certainly topics of conversations are now reserved for higher friendship levels. This includes personal stories, juicy gossip, and lore about the world.
Spoken conversations are now more gradually reshuffled back into list of available topics. This further minimizes repetitious dialogue and encourages finding new conversations if you frequently talk with a villager.
The downside to all this is that testing new dialogue is becoming increasingly difficult due to the amount of it and the complexity of the systems. In my spare time I’ve been creating a dialogue testing tool to minimize the amount of manual confirmation I need to do.
Dialogue Don’t Stop
I talk a lot about dialogue, and it’s for a good reason: I’m writing an awful lot of it!
But it’s not always easy to share screenshots of dialogue – it’s often not very interesting to read out of context, and of course I’d prefer you to discover villagers and their personalities in-game for yourselves.
So! Here’s another way of sharing my work: stats and charts! Who doesn’t love stats and charts? Right? …right? :(
Ok, well, let;s first look at dialogue sets I’ve created per villager
Here we can see that most villagers currently have about 20 different things to say – though some have far less and a few have far more. This is a result of my preference of picking a different villager every few days and writing a bunch of text for them while ignoring the others.
My unofficial goal is to have 100+ different things for each villager to say, so I best get back to writing soon!
This next graph breaks out topics by category. Unsurprisingly, general topics are the most common followed by seasonal topics, story, weather, and village gossip.
The goal here isn’t necessarily balance – after all, there’s only so many things you can say about rain – but I do want to make sure there are no underrepresented topics.
We’ll end with a simple one – a word count of the script. At 11,000 words we’ve smashed short story status and we’re all on our way into novella. Will we reach novel status before release? It seems terrifyingly likely.
That’s it for this week! Before I leave you, check out a sneak peek of a few (very!!) work-in-progress pictures of the new logo. I’m not sure which direction I like most yet, but you can hopefully see where I’m going with it.
The campaign will end on October 12th, which is just around the corner. There are still rewards left that let you create your own furniture, put your name or phrase in the game, or create a unique monster that will be added to the game.
If you like the idea of Village Monsters and haven't backed yet, please consider doing so!
As a reminder, all backers at $25 and above will receive access to future Alpha and Beta demos leading up to release. All backers will also have the option to receive a Steam key for their copy of the game.
The campaign will end on October 12th, which is just around the corner. There are still rewards left that let you create your own furniture, put your name or phrase in the game, or create a unique monster that will be added to the game.
If you like the idea of Village Monsters and haven't backed yet, please consider doing so!
As a reminder, all backers at $25 and above will receive access to future Alpha and Beta demos leading up to release. All backers will also have the option to receive a Steam key for their copy of the game.