August Update
Added 2023-08-18 01:39:54 +0000 UTCLet's talk!
The rebuild is coming along pretty well. I've been working mostly on getting a basic turn based battle system in place and have achieved this for the most part. The player can enter basic actions such as to flee battle, to use an item, or attack an enemy with an equipped weapon. The enemies have randomized units and levels, just like in OI, and when the player flees, the troops do not disappear but remain on the battle and can be re-engaged again. Each enemy will retain damage done to them even after fleeing a battle, again, like in OI.
So, here's a more comprehensive list of features currently in the tech build:
- Basic Battles and Enemy Generation
- Inventory and Equipment Management
- Traversing through a map, room descriptions, and compass clues
- Searching objects in world for information and items
- Time System, including the ability to manually pass time
- Simple inventory weight/carrying capacity system
Things that have been started but need much more work:
- A Dialogue System (I'm using a plug-in for this but it is highly customizable)
- A Map building system (I'm experimenting with third party map design software to help me create nicer looking maps that convey better detail as well as editing those renders in Gimp to spice things up further)
Things that have not been started and are currently prioritized on the to-do list:
- Save States
- Giantess roaming and interaction
- NPCs, including shops and Inns
- Crafting
- Harvesting Resources
- Alchemy
- Status Ailments
So, that's quite a list of things. It's also worth noting that there are some experimental features that I am considering, such as redesigning giantess encounters, but I can't really commit to any of these until a more foundational base of gameplay mechanics is implemented and working smoothly. There are also some obviously absent mechanics here, such as Affection and Achievements. I believe the above listed are the core mechanics that drive the gameplay and everything else will be built around these.
The next thing on the docket is Giantess instantiation, climbing and basic interactions. That should coincide with some simple NPC implementation, such as dialogue and trading. From there it's a matter of deepening the level of complexity of these systems and tweaking them
I'll be going on vacation for the third week of August. That means I'll be taking a short pause on game production and might be silent for a week or so. I can't wait to come back with a fresh head and keep plugging away at this game. Thanks for your continued support and I will do my best to keep everyone updated with my progress as it happens. Questions and comments are welcome.