Welcome old and new keepers! Long time no devlog eh? We should post them a bit more frequently, however we hope you all had a great holiday and are looking forward to 2018! Today let's talk about an interactive tutorial, some visual/feature progress in game, hunting/combat, vault and taxes.
Tutorial
The original Shoppe Keep lacked an interactive tutorial, or a good easy way to introduce newcomers to the core game mechanics. We spent some time looking at how to provide better information for new players! A quest book will be available to click on the Main Menu scene, which will glow if you have yet to finish it. This will load a playable tutorial where a Shoppe Keeper named "Billy" will guide you trough some of the core features such as cleaning, fixing, ordering, stocking, pricing and opening up your shop, Everything you need to start off playing, but will not necessarily teach you everything! We understand players want to discover some elements on their own but more advanced gameplay elements will be revealed during gameplay and via Context UI help!
Level 1 - 2 Progress
There is a progression path in Shoppe Keep 2, this will lead the player/players from a humble shop in a gated wooden town with low level villagers, and of course they will begin with a very small shop. Players are presented with some daily quests to help them get some more finances at the start, and have more activities while the shop is just starting up. But some quests will lead players towards upgrading the shop, the town, and their crafters, for example a quest chain starts you off to clean up your shop, get some pedestals and start selling items, which leads to a new quest being unlocked from Sir Poshington that gives players a goal to unlock and talk to the Cook which is the first crafter that you should unlock (But are not forced to!) In turn this guy gives some quests leading you towards the blacksmith, and so on and on. Eventually when you have paid enough Taxes, unlocked crafters and have some $$$ in your pocket - the town will be available for an upgrade.
An upgrade will change the whole town look, new guard outfits, and of course allowing crafters to be upgraded to another level! The better your shop does - the better the town looks and more opportunities will arise. You will notice as well customers beginning as just villagers to true adventurers who start carrying weapons and gear that your shop provides! But take care! You wont see a plate cladded customer come into a shop that is just selling old low level shovels. The better items you have in stock - the better customers will come in.
Hunting
In Shoppe Keep your core goal is to run a shoppe. However, we have also added a few mechanics which allow for some hunting and combat. We have added a few mobs that will spawn and roam around the world. But you will be hunting them not for xp or level gain, instead you will have quests that will task you to complete combat and hunting based objectives. But the main focus of hunting is to gather materials. Crafters will require some materials for their recipes that are just not found in shops or in your order scroll! Instead it will have to be harvested from creatures around the Island.
At this point we have Spiders and a big Wolf named Fang who slaughtered most of the Goat population - removing his threat might bring them back? Hunting is a feature that unlocks when the cook asks you to go do exactly that. But the gates wont open until you got yourself a nice ranged weapon ready for example a bow, which is given to you for free by the blacksmith!
The Accountant
This chap will help you to deposit and withdraw funds from the vault behind him as well as show you Tax information.
Any and all shop proceeds shall go straight into the vault. In turn some purchases can be only done by using the funds in the vault. Not counting the added benefit that the player wont loose any Mun's if they die by having all the money in their pocket. The more funds your business has - the bigger the vault visually will look!
Taxes
Death and taxes...Am I right? Outside your management house, the tax man will post letters every week about how you are doing and what is your tax threshold. You will visually see if a new "report" is put up by seeing a closed up letter.
A tax threshold is the amount how much you can have accumulated tax without paying and without having any consequence. Each item type that you are selling have their own tax bracket. For example if you accumulated 400 Mun's in tax for Consumables, and 350 for Apparel, and your Threshold is 500, you will not see consequences - even tho in total you owe 750 Mun's, but both alone by themselves does not reach the threshold, meaning you could avoid Tax altogether by stopping sales on a particular type if it is too close to the threshold. The threshold changes from week to week, depending on how good or bad your latest week was compared to the last week.
The good news is - you can control yourself how much from each sale is accumulated as tax! So why do you actually want to increase the tax amount more than the default 5%? Keep it low right! No. Paying tax actually accumulates within the town vault. The more funds the town itself has collected via Tax, the more it can be upgraded to further the level of it, and unlock more and more features for you to play with and gain more sales!
Welcome old and new keepers! Long time no devlog eh? We should post them a bit more frequently, however we hope you all had a great holiday and are looking forward to 2018! Today let's talk about an interactive tutorial, some visual/feature progress in game, hunting/combat, vault and taxes.
Tutorial
The original Shoppe Keep lacked an interactive tutorial, or a good easy way to introduce newcomers to the core game mechanics. We spent some time looking at how to provide better information for new players! A quest book will be available to click on the Main Menu scene, which will glow if you have yet to finish it. This will load a playable tutorial where a Shoppe Keeper named "Billy" will guide you trough some of the core features such as cleaning, fixing, ordering, stocking, pricing and opening up your shop, Everything you need to start off playing, but will not necessarily teach you everything! We understand players want to discover some elements on their own but more advanced gameplay elements will be revealed during gameplay and via Context UI help!
Level 1 - 2 Progress
There is a progression path in Shoppe Keep 2, this will lead the player/players from a humble shop in a gated wooden town with low level villagers, and of course they will begin with a very small shop. Players are presented with some daily quests to help them get some more finances at the start, and have more activities while the shop is just starting up. But some quests will lead players towards upgrading the shop, the town, and their crafters, for example a quest chain starts you off to clean up your shop, get some pedestals and start selling items, which leads to a new quest being unlocked from Sir Poshington that gives players a goal to unlock and talk to the Cook which is the first crafter that you should unlock (But are not forced to!) In turn this guy gives some quests leading you towards the blacksmith, and so on and on. Eventually when you have paid enough Taxes, unlocked crafters and have some $$$ in your pocket - the town will be available for an upgrade.
An upgrade will change the whole town look, new guard outfits, and of course allowing crafters to be upgraded to another level! The better your shop does - the better the town looks and more opportunities will arise. You will notice as well customers beginning as just villagers to true adventurers who start carrying weapons and gear that your shop provides! But take care! You wont see a plate cladded customer come into a shop that is just selling old low level shovels. The better items you have in stock - the better customers will come in.
Hunting
In Shoppe Keep your core goal is to run a shoppe. However, we have also added a few mechanics which allow for some hunting and combat. We have added a few mobs that will spawn and roam around the world. But you will be hunting them not for xp or level gain, instead you will have quests that will task you to complete combat and hunting based objectives. But the main focus of hunting is to gather materials. Crafters will require some materials for their recipes that are just not found in shops or in your order scroll! Instead it will have to be harvested from creatures around the Island.
At this point we have Spiders and a big Wolf named Fang who slaughtered most of the Goat population - removing his threat might bring them back? Hunting is a feature that unlocks when the cook asks you to go do exactly that. But the gates wont open until you got yourself a nice ranged weapon ready for example a bow, which is given to you for free by the blacksmith!
The Accountant
This chap will help you to deposit and withdraw funds from the vault behind him as well as show you Tax information.
Any and all shop proceeds shall go straight into the vault. In turn some purchases can be only done by using the funds in the vault. Not counting the added benefit that the player wont loose any Mun's if they die by having all the money in their pocket. The more funds your business has - the bigger the vault visually will look!
Taxes
Death and taxes...Am I right? Outside your management house, the tax man will post letters every week about how you are doing and what is your tax threshold. You will visually see if a new "report" is put up by seeing a closed up letter.
A tax threshold is the amount how much you can have accumulated tax without paying and without having any consequence. Each item type that you are selling have their own tax bracket. For example if you accumulated 400 Mun's in tax for Consumables, and 350 for Apparel, and your Threshold is 500, you will not see consequences - even tho in total you owe 750 Mun's, but both alone by themselves does not reach the threshold, meaning you could avoid Tax altogether by stopping sales on a particular type if it is too close to the threshold. The threshold changes from week to week, depending on how good or bad your latest week was compared to the last week.
The good news is - you can control yourself how much from each sale is accumulated as tax! So why do you actually want to increase the tax amount more than the default 5%? Keep it low right! No. Paying tax actually accumulates within the town vault. The more funds the town itself has collected via Tax, the more it can be upgraded to further the level of it, and unlock more and more features for you to play with and gain more sales!
The much-anticipated Shoppe Keep 2, with all new online multiplayer, is fast approaching. Today, we are announcing that the game is set for an Early Access release on 26th April 2018, and we are delighted to be able to share a brand new trailer. Take a watch to see two business hopefuls set up Shoppe, in the game’s multiplayer.
Shoppe Keep returns bigger and better than ever! Build a business empire, battle mobs and monsters. It’s merchandising mayhem as you attempt to sell all sorts of fantastical stock to make your millions. Welcome to the world of Shoppe Keep 2, Customerania - a whimsical open world surrounded by rolling countryside, packed full of quaint little houses, six foot spiders, voracious wolves, angry mobs and of course your new Shoppe. Shoppe Keep 2 is a single player and multiplayer enhanced merchant simulator, inspired by the NPCs we know and love from classic RPGs and MMOs. While adventurers and rogues are out slaying dangerous beasts and selling an alarming amount of stolen plates, cheese and bread, it’s you, our trusty merchant who is keeping their shelves stocked.
Developer Strangefire have taken the original concept and gameplay that made Shoppe Keep so popular, and enhanced it. In addition, the new multiplayer option will see you teaming up with friends to run your retail empire together. Brand new to Shoppe Keep 2 is a diverse open world to explore with dangerous creatures to hunt and rare but valuable loot to find – all adding to the Shoppe Keeping experience. You can, for example, tackle a venomous spider and sell its poison. All ultimately adding to the profit of the fantasy business.
This time around you'll also have the ability to equip and use the armour, weapons and potions that you can find on the shelves of your own retail emporium.
We are encouraging original Shoppe Keep fans and new players alike to take a look at this new trailer and show your support by adding the game to your Steam wishlist.
Already a fan? We have a special bonus exclusive for players of the original Shoppe Keep! As well as a discount for those who already own the original game, we will also be offering a bonus in-game cosmetic item for Shoppe Keep 1 players who go on to play Shoppe Keep 2!
A major focus for Shoppe Keep 2 is making the game as welcoming as possible, to players new and old - which means that we are looking for players to participate in a closed alpha. Those who wish to sign up should sign by clicking on the link below.
Note: All images in this blog are promotional images, and not in-game screenshots. The trailer featured in this blog is entirely in-game.
The much-anticipated Shoppe Keep 2, with all new online multiplayer, is fast approaching. Today, we are announcing that the game is set for an Early Access release on 26th April 2018, and we are delighted to be able to share a brand new trailer. Take a watch to see two business hopefuls set up Shoppe, in the game’s multiplayer.
Shoppe Keep returns bigger and better than ever! Build a business empire, battle mobs and monsters. It’s merchandising mayhem as you attempt to sell all sorts of fantastical stock to make your millions. Welcome to the world of Shoppe Keep 2, Customerania - a whimsical open world surrounded by rolling countryside, packed full of quaint little houses, six foot spiders, voracious wolves, angry mobs and of course your new Shoppe. Shoppe Keep 2 is a single player and multiplayer enhanced merchant simulator, inspired by the NPCs we know and love from classic RPGs and MMOs. While adventurers and rogues are out slaying dangerous beasts and selling an alarming amount of stolen plates, cheese and bread, it’s you, our trusty merchant who is keeping their shelves stocked.
Developer Strangefire have taken the original concept and gameplay that made Shoppe Keep so popular, and enhanced it. In addition, the new multiplayer option will see you teaming up with friends to run your retail empire together. Brand new to Shoppe Keep 2 is a diverse open world to explore with dangerous creatures to hunt and rare but valuable loot to find – all adding to the Shoppe Keeping experience. You can, for example, tackle a venomous spider and sell its poison. All ultimately adding to the profit of the fantasy business.
This time around you'll also have the ability to equip and use the armour, weapons and potions that you can find on the shelves of your own retail emporium.
We are encouraging original Shoppe Keep fans and new players alike to take a look at this new trailer and show your support by adding the game to your Steam wishlist.
Already a fan? We have a special bonus exclusive for players of the original Shoppe Keep! As well as a discount for those who already own the original game, we will also be offering a bonus in-game cosmetic item for Shoppe Keep 1 players who go on to play Shoppe Keep 2!
A major focus for Shoppe Keep 2 is making the game as welcoming as possible, to players new and old - which means that we are looking for players to participate in a closed alpha. Those who wish to sign up should sign by clicking on the link below.
Note: All images in this blog are promotional images, and not in-game screenshots. The trailer featured in this blog is entirely in-game.
As we mentioned in our last dev log, there was no dev log for last week. It's a shame but we did have some priorities which needed to be addressed which were not really very exciting to write about. But we're back now (albeit a day later than expected) with the sixth installment of our dev log saga.
Just to let you all know that while development is going very well, we may hold off on revealing the big features each week to truly make the release much more special. Over the next few weeks we're going to be spending our time polishing what is already in the game and will be responding to feedback from the community. So without further ado, let's start this blog post!
Animation variations
We will be looking at adding animation variations for each action the player is able to perform. So a swing may have three types of animation that will play randomly. This makes the character movement feel less monotonous and adds just a little bit of polish. This should also be in some way represented in third person for other players to see in online multiplayer, but we will get to that so do not worry.
Trinkets
Trinkets will be a series of random items that you'll be able to find, craft or order. The biggest use for these types of items will be to boost a players personal stats in various situations. As an example, a trinket may be able to boost your broom so that you can clean more efficiently or improve the repair rate of your hammer to fix furniture pieces faster.
Weight
We have been thinking about ways that will allow players to organise and prevent them from carrying an overwhelming number of items at once. In Shoppe Keep 2, players will have an amount that they are able to comfortably carry, but should the weight of the items in their inventory exceed this, they will find that they will move much slower. To combat being over encumbered, the player will need to place their items in a chest for safe keeping or even equip trinkets which will negate the eight of the items in some way.
Shop Visuals
Everyone loves customization! In the shop management UI you'll be able to customize the very shoppe itself. From foundations, floor, ceiling, roofs and walls, we are sure that you'll find the right look for your shoppe. During development we will be creating texture packs which will allow players to continue decorating their shoppe.
Localisation
Unfortunately, it is very difficult to show off progress for localisation with visuals, so allow us to explain what's been worked on via text! Localisation has taken quite a big bite out of our weekly workflow but we are confident that we have 90% of the current content + ALL items, ALL Quests, All Dialogs localized. What does this mean? Well, we have a folder which is generated when the game first launches called Languages. Within that folder if you add a new text file with a name Language_.txt the games splash screen will check it and if it has text inside it that represents Shoppe Keep 2 localisation, it will offer you the option to choose it. The game will then be translated into the language you have chosen. We will be getting professional translators for a few major languages at launch, but if any players want to translate the text into another language (or even adjust it so that everyone talks like a pirate) They are free to do so.
The main English language file will be available to everyone and as we add more to the localisations and new features evolve, a new file will be supplied which will show what new additions have been made. This means that translators will be able to quickly translate it. We are currently looking into Steam Workshop integration with this system too.
So there we have it. The sixth installment of the dev log comes to a close. Do let us know if you have any thoughts or feedback and stay tuned for next week when we'll be sharing more details of the development process. Thank you all for the support.
As we mentioned in our last dev log, there was no dev log for last week. It's a shame but we did have some priorities which needed to be addressed which were not really very exciting to write about. But we're back now (albeit a day later than expected) with the sixth installment of our dev log saga.
Just to let you all know that while development is going very well, we may hold off on revealing the big features each week to truly make the release much more special. Over the next few weeks we're going to be spending our time polishing what is already in the game and will be responding to feedback from the community. So without further ado, let's start this blog post!
Animation variations
We will be looking at adding animation variations for each action the player is able to perform. So a swing may have three types of animation that will play randomly. This makes the character movement feel less monotonous and adds just a little bit of polish. This should also be in some way represented in third person for other players to see in online multiplayer, but we will get to that so do not worry.
Trinkets
Trinkets will be a series of random items that you'll be able to find, craft or order. The biggest use for these types of items will be to boost a players personal stats in various situations. As an example, a trinket may be able to boost your broom so that you can clean more efficiently or improve the repair rate of your hammer to fix furniture pieces faster.
Weight
We have been thinking about ways that will allow players to organise and prevent them from carrying an overwhelming number of items at once. In Shoppe Keep 2, players will have an amount that they are able to comfortably carry, but should the weight of the items in their inventory exceed this, they will find that they will move much slower. To combat being over encumbered, the player will need to place their items in a chest for safe keeping or even equip trinkets which will negate the eight of the items in some way.
Shop Visuals
Everyone loves customization! In the shop management UI you'll be able to customize the very shoppe itself. From foundations, floor, ceiling, roofs and walls, we are sure that you'll find the right look for your shoppe. During development we will be creating texture packs which will allow players to continue decorating their shoppe.
Localisation
Unfortunately, it is very difficult to show off progress for localisation with visuals, so allow us to explain what's been worked on via text! Localisation has taken quite a big bite out of our weekly workflow but we are confident that we have 90% of the current content + ALL items, ALL Quests, All Dialogs localized. What does this mean? Well, we have a folder which is generated when the game first launches called Languages. Within that folder if you add a new text file with a name Language_.txt the games splash screen will check it and if it has text inside it that represents Shoppe Keep 2 localisation, it will offer you the option to choose it. The game will then be translated into the language you have chosen. We will be getting professional translators for a few major languages at launch, but if any players want to translate the text into another language (or even adjust it so that everyone talks like a pirate) They are free to do so.
The main English language file will be available to everyone and as we add more to the localisations and new features evolve, a new file will be supplied which will show what new additions have been made. This means that translators will be able to quickly translate it. We are currently looking into Steam Workshop integration with this system too.
So there we have it. The sixth installment of the dev log comes to a close. Do let us know if you have any thoughts or feedback and stay tuned for next week when we'll be sharing more details of the development process. Thank you all for the support.
Happy Monday keepers! We managed to get all of the BEEEEEEEEEEEEE'S out of our heads since last week and have jumped back into action! We will not be sharing a lot today as 50% of our time was spent tinkering behind the scenes on areas that many players will not see.
Item Placement representation
In Shoppe Keep 1, players would see where they could place thier items with a green effect on furniture. However, once players expanded to a massive shop, some players began to experience FPS drops based on the sheer number of FX at any given time. We've changed the system in Shoppe Keep 2 and it now instead displays the shape of an item in the spot where it can be placed. This will assist us with performance but we also think it looks pretty cool too!
In game video!
In Shoppe Keep 1, a key concern was that players were put off by the tutorial as it contained a large portion of text. As we've transitioned to a new version of Unity we are now able to have the game read MP4 files which allows us to create much more compelling short videos to help players learn the ropes. We hope that this will allow Shoppe Keep 2 to be much more accessible.
Project Tools/ Performance
Unity allows us to create all sort of tools and custom inspectors that help out in creating games, we have a bunch of them already functioning and helping out the designers make NPC's, dialogs, items, spells etc. We will try and convert those tools into a separate application which should be able to let players add more content to the game which they want themselves in the future. More on this soon! Performance has been worked on this week, some moments in game introduced frame drops, and we are happy to say that such moments were mostly solved, and the biggest issue we saw was when our frames dropped to 29 fps, but after doing some optimisation they rose to 56, still not pure 60 FPS, but we will be optimising the game as mad men during the whole development process/EA and post launch until it is as best as it could be.
Context Buttons
Sometimes players may forget which button performs a particular action. We've polished up our UI which will remind you what to press when targeting something that is interactive. The button prompts dynamically change depending on what key is binded to what function. We might add an option to disable button prompts in the settings, a lot of newer gamers do that these days - I guess it helps with immersion
Footsteps
SK1 was basically just the same flat floor around the world, we got away with just 1 type of footstep sound, now as we have grassy hills, paved roads, sand, wooden floors, tile floors and many more, having just 1 sound wont cut it. Listen for it during our future gameplay videos, but your step/ npc step will feel more alive than ever!
Price setting
You can't run a profitable shop without setting a good price for your wares! When the shop is small enough you can easily go up to an item with your price gun and stamp a price straight on it! However, pricing can be a little more complicated once you have expanded. But have no fear we have created the Pricing UI
You can use it to check the items currently on display in your shoppe and how much each unit is sold for. No need to find the item on the shop floor, you can use this new UI to change the price straight away! Some more active friends may choose to put items on displays while you oversee the prices for each item from the comfort of the management house.
That's it for now! I am afraid that next week we will not be creating a dev log. Though if we can find some information to share that we can show you, we might do a smaller post! We're of course still developing the game, but some of the content we're working on might not be ready to show for a little while.
Happy Monday keepers! We managed to get all of the BEEEEEEEEEEEEE'S out of our heads since last week and have jumped back into action! We will not be sharing a lot today as 50% of our time was spent tinkering behind the scenes on areas that many players will not see.
Item Placement representation
In Shoppe Keep 1, players would see where they could place thier items with a green effect on furniture. However, once players expanded to a massive shop, some players began to experience FPS drops based on the sheer number of FX at any given time. We've changed the system in Shoppe Keep 2 and it now instead displays the shape of an item in the spot where it can be placed. This will assist us with performance but we also think it looks pretty cool too!
In game video!
In Shoppe Keep 1, a key concern was that players were put off by the tutorial as it contained a large portion of text. As we've transitioned to a new version of Unity we are now able to have the game read MP4 files which allows us to create much more compelling short videos to help players learn the ropes. We hope that this will allow Shoppe Keep 2 to be much more accessible.
Project Tools/ Performance
Unity allows us to create all sort of tools and custom inspectors that help out in creating games, we have a bunch of them already functioning and helping out the designers make NPC's, dialogs, items, spells etc. We will try and convert those tools into a separate application which should be able to let players add more content to the game which they want themselves in the future. More on this soon! Performance has been worked on this week, some moments in game introduced frame drops, and we are happy to say that such moments were mostly solved, and the biggest issue we saw was when our frames dropped to 29 fps, but after doing some optimisation they rose to 56, still not pure 60 FPS, but we will be optimising the game as mad men during the whole development process/EA and post launch until it is as best as it could be.
Context Buttons
Sometimes players may forget which button performs a particular action. We've polished up our UI which will remind you what to press when targeting something that is interactive. The button prompts dynamically change depending on what key is binded to what function. We might add an option to disable button prompts in the settings, a lot of newer gamers do that these days - I guess it helps with immersion
Footsteps
SK1 was basically just the same flat floor around the world, we got away with just 1 type of footstep sound, now as we have grassy hills, paved roads, sand, wooden floors, tile floors and many more, having just 1 sound wont cut it. Listen for it during our future gameplay videos, but your step/ npc step will feel more alive than ever!
Price setting
You can't run a profitable shop without setting a good price for your wares! When the shop is small enough you can easily go up to an item with your price gun and stamp a price straight on it! However, pricing can be a little more complicated once you have expanded. But have no fear we have created the Pricing UI
You can use it to check the items currently on display in your shoppe and how much each unit is sold for. No need to find the item on the shop floor, you can use this new UI to change the price straight away! Some more active friends may choose to put items on displays while you oversee the prices for each item from the comfort of the management house.
That's it for now! I am afraid that next week we will not be creating a dev log. Though if we can find some information to share that we can show you, we might do a smaller post! We're of course still developing the game, but some of the content we're working on might not be ready to show for a little while.
Welcome back Keepers! Bee Keepers? No ... Shop Keepers! Bah, why not both?
Join us as we share more progress and information on the development of Shoppe Keep 2. We'll be chatting about interactions with NPC's, visual town changes and wall decorations. Check it all out below:
NPC Interactions
You may remember sir poshington from Shoppe Keep, he offered players luxury upgrades to shop displays. However, in Shoppe Keep 2, he'll take on the illustrious role of mentor as he helps you learn the basics of the shop keeping trade.
Poshington and other NPC's will track your movements by looking directly at you! So if you were to perform a complicated maneuver like, oh I don't know, jumping? He would watch you... But of course, jumping isn't going to make you money, so poshington would more likely berate you as you display your lack of economic efficiency.
When you talk to NPC's they'll also talk back to you and will gesture too. Just a subtle element that makes the world feel a little bit more alive.
Town Evolution
As you play through Shoppe Keep, the town will go through iterations of growth and upgrades. These will often activate as you upgrade your shoppe, you crafters and raise the overall economy of the land. Below is an example of the town changing from a town which uses wood into a more evolved stone version of itself.
Customers dependent on item level
Your shoppe will attract different types of customers based on the average item level of your shoppe. So if you're stocking a lot of low level items, you're going to see more low level warriors around town. But if you happen to rise and begin to sell much more powerful gear, you will see that there will be much more powerful customers wandering around the town
Wall Decorations
We're introducing a new way to spruce up your shoppe and provide you more customization. Wall decorations turn bland boring walls into works of art, by literally putting up works of art like paintings! Decorations are items whoch can be gained in a variety of ways including completing quests, exploration, NPC vendors etc. Some of these might even be very rare and offer a bonus to your shop, town or even crafter.
World Crests
Not these damn crests again! Yes, last week we shared that when you create a new world save, you create its crest too. The world will be populated with the crest you created but as an added bonus, you can even decorate the walls of your shoppe with the crest too.
Display Management
About a month ago, we shared with you three types of display management variations. We chose to stick with two versions. The standard version which is similar to Shoppe keep (albeit with some adjustments) but also a new type of interaction which brings up a separate UI for each display. We have upgraded the latter type where if you want to display only one single item, holding SHIFT will fill the entire shelf in a single click.
That's it for this week. Thank you for reading and if you have anything you'd like to see in the game do let us know. Let us know what you think of the mechanics we've shared today!
Welcome back Keepers! Bee Keepers? No ... Shop Keepers! Bah, why not both?
Join us as we share more progress and information on the development of Shoppe Keep 2. We'll be chatting about interactions with NPC's, visual town changes and wall decorations. Check it all out below:
NPC Interactions
You may remember sir poshington from Shoppe Keep, he offered players luxury upgrades to shop displays. However, in Shoppe Keep 2, he'll take on the illustrious role of mentor as he helps you learn the basics of the shop keeping trade.
Poshington and other NPC's will track your movements by looking directly at you! So if you were to perform a complicated maneuver like, oh I don't know, jumping? He would watch you... But of course, jumping isn't going to make you money, so poshington would more likely berate you as you display your lack of economic efficiency.
When you talk to NPC's they'll also talk back to you and will gesture too. Just a subtle element that makes the world feel a little bit more alive.
Town Evolution
As you play through Shoppe Keep, the town will go through iterations of growth and upgrades. These will often activate as you upgrade your shoppe, you crafters and raise the overall economy of the land. Below is an example of the town changing from a town which uses wood into a more evolved stone version of itself.
Customers dependent on item level
Your shoppe will attract different types of customers based on the average item level of your shoppe. So if you're stocking a lot of low level items, you're going to see more low level warriors around town. But if you happen to rise and begin to sell much more powerful gear, you will see that there will be much more powerful customers wandering around the town
Wall Decorations
We're introducing a new way to spruce up your shoppe and provide you more customization. Wall decorations turn bland boring walls into works of art, by literally putting up works of art like paintings! Decorations are items whoch can be gained in a variety of ways including completing quests, exploration, NPC vendors etc. Some of these might even be very rare and offer a bonus to your shop, town or even crafter.
World Crests
Not these damn crests again! Yes, last week we shared that when you create a new world save, you create its crest too. The world will be populated with the crest you created but as an added bonus, you can even decorate the walls of your shoppe with the crest too.
Display Management
About a month ago, we shared with you three types of display management variations. We chose to stick with two versions. The standard version which is similar to Shoppe keep (albeit with some adjustments) but also a new type of interaction which brings up a separate UI for each display. We have upgraded the latter type where if you want to display only one single item, holding SHIFT will fill the entire shelf in a single click.
That's it for this week. Thank you for reading and if you have anything you'd like to see in the game do let us know. Let us know what you think of the mechanics we've shared today!