We are excited to announce that the exclusive WN_RPG 1B DEMO is now available for download. The demo version can be downloaded from the " Download " button under " Download WN_RPG 1B Demo " on the store page " WN_RPG 1B ". Your feedback is crucial. If you encounter typographical errors or problems, please report them to the " DEMO版不具合報告 DEMO version problem report " on the discussions. We eagerly anticipate your participation and look forward to working with you.
Hello all, welcome to the new devlog for Tales of Elondria, a single-player RPG for PC (doing this for SEO :D).
This month was OK with some solid progress.
After wrapping up the combat mechanics last month, I focused on expanding the tavern’s functionality. While there was already a tavern in the game, it had been purely cosmetic until now.
I started by working on the store. Similar to the small farms in the game, the tavern mostly sells food like meat and vegetables. Every morning at 4 AM, their stock is refreshed.
Next, I wanted to create an immersive atmosphere for the tavern. So, I added a bard who plays a completely different playlist from the game’s music. When you enter the tavern, the main game music stops, and you’re treated to the bard’s tunes alongside the lively chatter of the tavern crowd. I’m really happy with how this turned out.
After that, I moved on to adding gambling. I did some research on medieval games and those from Tolkien’s world, and I settled on a high/low dice game (I can swear that I read it somewhere that high/low was a popular game in medieval times but later I couldnt find it where). Anyway, I implemented the high/low dice game, complete with UI, win/lose logic, and sound effects.
Speaking of sound, shoutout to Halfwits & Failed Crits (https://www.halfwitsfailedcrits.com/) for providing such great dice sounds. If you’re into actual play podcasts, check them out.
After finishing the high/low game, I took a small break because something wasn’t sitting right with me. I spent some time figuring out what the issue was and realized it was the tile panels—I had too many options on them, and it felt cluttered. So, I decided to restyle the panels. Thanks to feedback from the Discord community, we came up with a much cleaner design for all the tile panels in the game.
I also separated actions into two categories: tile-related and player-related. I removed player-related options like “Cook” and “Rest” from the tile panels. The “Invest” and “Buy Property” options were also removed and now appear in conversations with the tavern owner. This change freed up more space on the panels, and I took the opportunity to add more text to the tile descriptions, boosting immersion.
Next, I added some skills to the game. Since I don’t yet have skill trees for the player, I decided to introduce simple skills for NPCs. In this case, I focused on a wolf NPC. I added a bite skill and a howl skill, which buffs the wolf.
I’m really happy with how that turned out. I also added two new items dropped by wolves: wolf meat and wolf pelt.
So, that was September in a nutshell. Thanks for reading, and I’ll talk to you next month!
I’m also leaving a video from the tavern below you can watch 🙂
Velvet Cupcake Games is happy to announce that our second Early Access update, Will's route, will be on October 20!
It's a bit past our previously announced release window, but I wanted to give our testers plenty of time with the full release so that it can be as error-free as possible (currently our testers have access to Chapters 1-3, and the two Chapter 4s will be added to beta as soon as they are complete).
Are you ready to spar with your reluctant partner in the rebellion against Lord Geoffrey's autocratic rule? Why's he so upset you chose him, anyway? And can the two of you learn to get along in time to foil a dastardly plot by Nottingham's wayward druids?
- Changed when removing cards and leveling up dice buttons unlock to make the progression feel faster. - Changed Base, Attack, Magic, Healing, Block, Metal, Berserk, and Titanium dice sprites to make them more detailed. - Fixed bug where starting stats less than 1 aren't shown. - Made the tutorial visible in the game play area with a button that is accessible in the pause menu. - Changed the info screen on the cards side to make it more clear about what hand types are available and what multipliers they have. - Adjusted the size of the dice info screen. - Changed class bonuses to make them more effective. - Adjusted prices of manual dice upgrades. - Changed how your total money, manual level up price, and ascension price is formatted in the shop, it is now formatted like most other large numbers, using abbreviations.