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Public build number 3 is live with several major changes and updates to core systems. This build should be stable but if you encounter any bugs please let me know so I can patch them quickly as possible.

Before you play, please remember that this is in pre-alpha. Saves will almost certainly not transfer between builds as I work to update major mechanics. Also expect crashes and bugs. I can only do so much testing on my own. In spite of it being pre-alpha I do very much encourage and welcome critique of the current systems. I'd rather be making changes to mechanics now rather then deep into the beta. Hearing other people's thoughts on these systems helps a lot for me to work through how I can make things more engaging and fun.

Changelog (This contains spoilers):

  • Added a store and bartering system
  • Added Mickey the general store owner
  • Added Agatha the potion seller
  • Added Dorzakk a combat trainer
  • Added two new quest lines. One for Agatha and one for Dorzakk
  • Added 'pages' which can be exchanged to Vacdes for extra EXP
  • Added new items
  • Added additional flavor text descriptions for several locations including weather variants
  • Added and updated encounters in the forest
  • Two new skills are now available to the player including poison spray and frostbolt
  • Added skill arrangement. Mobs can have up to 6 skills active at a time. For the player they can rearrange what skills they have available at the Last Drop (and in the future other locations).
  • Combat has been changed causing both the player and monster to select their actions simultaneously. Actions then occur based on their Suvival stat with some random variance.
  • New art assets have been added including art for NPCs, items and other GUI elements

Known Bugs:

  • Mob Fleeing and Forfeiting occurs before actions are taken. I  haven't figured out the best way to handle this yet but it will be changed/fixed hopefully in the next update.
  • The player can arrange their skills to have none. Entering combat still functions, it simply leaves you with only the options to flee or rest. In the future I'll be added a 'struggle' option which works similar to struggle in Pokemon. It's a self and enemy damaging action that will be placed into your skill list if you have no skills active.
  • Backgrounds don't change properly. In the next few updates I'll be trying to create more backgrounds to start fixing this issue.

Future Plans:

Short Term:

  • Proper background art
  • An updated title screen
  • Adding combat further bonuses
  • Adding travel encounters
  • Adding art assets for NPCs
  • Fleshing out the Bloody Lip and providing an additional safe room

Medium Term:

  • Transformative potions which can be unlocked by providing Agatha with further materials
  • Additional skills and abilities
  • Additional Monsters and Encounters
  • Adding additional encounters
  • New NPCs and questlines
  • New loctions

Long Term:

  • Romantic paths and questlines for major NPCs
  • A major questline where you rally the island

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