0.06a Dev Build


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0.06a Dev Build

Unfortunately, i've had almost no time to work on the project since the previous post, but a few important changes did happen. First of all, the location system has been finalized and now in the closed build "Gypsy Gaze" Tavern with all transitions depending on the time of day is available;

System of calculating character statuses has been changed. Previously, the variables responsible for character statuses changed statically regardless of how much time had passed in the game. (e.g. the character's intoxication status depends on the blood_alcohol_content variable. previously, when moving to each location, the game simply took away a static value from the variable regardless of the passed time). Now the game has time_temp parameter, which is reset after calculating all math functions and reflects the amount of time that has passed since the last transition/event/etc. Changing character statuses is now directly tied to the time_temp parameter. e.g. character will lose 1 unit of blood_alcohol_content every 12 game minutes, which will allow her to sober up in 20 hours by 100 units (95 units - dead drunk);

Each NPC can now have their own inventory. This is one of the most important systems to make immersive trading. Characters who interact with items in the game will now have their own inventory. This will be reflected in some events: 

- First and foremost, trade. NPC that have the ability to trade with the player have a dynamic inventory system. Once a certain time their own inventory is reset to empty and then replenished with things that they can sell to the player. Thus, you will not be able to endlessly buy food from the tavernkeeper, and will have to visit him regularly to replenish your stocks. There is also the possibility of not finding a certain item on a certain day, which will force the player to find another merchant or just wait for the next day. And along with this, merchants can sell unique items at random or predetermined times (e.g. once a month the blacksmith has a sword that is not on sale on other days);

- Combats. After winning battles, the player will be able to search the defeated enemy and get random items from their inventory;

- Stealing? The world of Abeia is populated by many people living in their cozy homes. With enough skills and tools, the player will be able to break into the homes of NPCs and steal things from their homes, which will also be randomly generated.

List of items does not represent the merchant's actual items
List of items does not represent the merchant's actual items

Trading is represented by a screen that displays each item available from the merchant. When you click on an item you like, you will see its description, its price at a particular merchant (the price depends only on the region you are in. This system is not relevant at the moment, but will be used in the future when opening new lands) and a buy button that will move the item to your inventory if you have enough money, or notify you that you do not have enough money and return you to the trade window;

A job system is currently in development. Each job will be unique with its own systems and events. Somewhere a character will have to spend her shift in a tavern, and somewhere she will have to walk the streets. My task is not only to write working code, but also to add an introduction to the job that will allow the player to understand its mechanics without much difficulty.

Why do I spend so much time on the technical aspects of the game?

I've answered this question before, but i'll answer it again for those who are just starting to follow the game. I'd love to do just the story expansion right now, but unfortunately - a lot of the events won't make sense without all the technical aspects that I'm currently developing. In fact, there are very few systems left to do before I can continue writing the first act story

And just to give you an example, i'm going to take the transition from the Market Street location to Main Street. In my idea there are several ways to get there for the first time. The way to pretend to be a prostitute is already presented in the game, but in addition to that it will be possible to pass already having a document and thus stop being a victim of guards, it will be possible to pass in clothes that do not cause attention or at all, being a famous person in the Eastern District quietly pass further without becoming a victim. Some characters will be able to escort Tessa to Main Street and introduce her to the guards, etc. 

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