FalseHollow - TimeStop Isekai V0.1.4 Devlog and Progress
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Hello Everyone! How are you all doing today?
So, this is the progress update on my progress this last week. So, I had the poll, and it ended up a tie... a win for everyone (except me) I suppose. But anyway... here's what I've been doing about both the crafting system, and the map rework.
First, the map rework. Basically, I went for a mix between a tile map, and the previous node based system. It still uses the previous system for moving between areas, and uses tiles like below for moving within an area.
It's nice because it better allows for NPC's to move about, as well as interacting with them. I don't want to show too many screenshots since I'm still rebuilding all the other maps, but I've split the city up a bit, and consolidated all the different districts into one grid map. The city will be split into 3/4 regions, depending on whether you view the castle as it's own region. The Outer, Middle, and Inner districts, with a planned wealth/equality distribution. Peasants and the poor in the outer region, merchants and the rich commoners in the middle district, and the inner districts will have nobility. This is all subject to change of course, but that's the plan. And the castle in the middle of the inner district, as a kind of district on it's own.I also have the previous woods and outskirts combined into one grid map (which is the image above), and you encounter enemies on a chance basis as you walk through it, with the darker tiles having stronger enemies. I plan to have other such areas to the north, east, and west (the previous woods and outskirts are now in the south), with different enemies, tribes (hopefully), and even events and area bosses.I want each pathway to eventually be a route to different areas of the world, where depending on where you go, you encounter different things. The inner and middle districts of the city are, for now, gonna be inaccessible, until I finish content for the outer district. They'll be part of the main stories progression, so yeah... that'll be a while.Now, on to crafting/transformation potions system.To be honest, I didn't want it to be too complex, so I designed the system to have ingredients (which can be foraged on appropriate tiles, or bought from shops), so there aren't too many. I split potions into types, based on what they affect, or can do. Then, there's a secondary ingredient that determines the duration (so yeah, some potions are temporary, some permanent, depending on how you craft them). And another for effect, which mainly for resource recover potions, making some better. As for transformations, I added a drop to NPC's, based on their race, which you can add to the base potions recipe to determine the racial change of the potion. The potions can be applied to any part of the body, and it has that effect on that specific part, leading to targeted transformations, without needing hundreds of ingredients.There's also a new skill which determined what potions you can craft, and I plan to add potion recipes that can be purchased, with slaves eventually being able to be assigned foraging jobs as well.And while I've made the system, I don't yet have a good UI for it. I'll be going for something like this, with the likely result of the potion being shown before you make it, but I'm open to suggestions.
Finally, if I have time, I'll probably add a few more races, but beyond this, I'm also busy with quite a bit of bug fixing, and some system improvements.
So yeah... that's all from me, and hopefully you're all looking forward to it
Hello Everyone! How are you all doing today?
So, this is the progress update on my progress this last week. So, I had the poll, and it ended up a tie... a win for everyone (except me) I suppose. But anyway... here's what I've been doing about both the crafting system, and the map rework.
First, the map rework. Basically, I went for a mix between a tile map, and the previous node based system. It still uses the previous system for moving between areas, and uses tiles like below for moving within an area.
It's nice because it better allows for NPC's to move about, as well as interacting with them. I don't want to show too many screenshots since I'm still rebuilding all the other maps, but I've split the city up a bit, and consolidated all the different districts into one grid map. The city will be split into 3/4 regions, depending on whether you view the castle as it's own region. The Outer, Middle, and Inner districts, with a planned wealth/equality distribution. Peasants and the poor in the outer region, merchants and the rich commoners in the middle district, and the inner districts will have nobility. This is all subject to change of course, but that's the plan. And the castle in the middle of the inner district, as a kind of district on it's own.I also have the previous woods and outskirts combined into one grid map (which is the image above), and you encounter enemies on a chance basis as you walk through it, with the darker tiles having stronger enemies. I plan to have other such areas to the north, east, and west (the previous woods and outskirts are now in the south), with different enemies, tribes (hopefully), and even events and area bosses.I want each pathway to eventually be a route to different areas of the world, where depending on where you go, you encounter different things. The inner and middle districts of the city are, for now, gonna be inaccessible, until I finish content for the outer district. They'll be part of the main stories progression, so yeah... that'll be a while.Now, on to crafting/transformation potions system.To be honest, I didn't want it to be too complex, so I designed the system to have ingredients (which can be foraged on appropriate tiles, or bought from shops), so there aren't too many. I split potions into types, based on what they affect, or can do. Then, there's a secondary ingredient that determines the duration (so yeah, some potions are temporary, some permanent, depending on how you craft them). And another for effect, which mainly for resource recover potions, making some better. As for transformations, I added a drop to NPC's, based on their race, which you can add to the base potions recipe to determine the racial change of the potion. The potions can be applied to any part of the body, and it has that effect on that specific part, leading to targeted transformations, without needing hundreds of ingredients.There's also a new skill which determined what potions you can craft, and I plan to add potion recipes that can be purchased, with slaves eventually being able to be assigned foraging jobs as well.And while I've made the system, I don't yet have a good UI for it. I'll be going for something like this, with the likely result of the potion being shown before you make it, but I'm open to suggestions.
Finally, if I have time, I'll probably add a few more races, but beyond this, I'm also busy with quite a bit of bug fixing, and some system improvements.
So yeah... that's all from me, and hopefully you're all looking forward to it
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