NokiMo
Keisi
Keisi

patreon


Devlog #17: Redesigns (Phase 2)

This Week's Summary: Ideas, Discarded Ideas and Redesigns.

The rest of the week since the last Devlog: Preparing and redesigning the Stats/Perks system (and its panels).

ESPAÑOL: ¡Aquí!

Good morning! Another weekend is coming, so it's time for another Devlog.

Ideas, discarding ideas, new ideas...

This week has been so busy that I barely remember what I've been doing: thinking of new ideas, throwing those ideas away, thinking again, polishing ideas, throwing more ideas away... loop. Luckily, I've written everything down. I even have some ideas that I haven't fully discarded; they'll just come later.

Speaking of discarding things, I've decided to discard the "Heart" feature for this first version. The reason is simple: there's too much RPG content for a first release. Even though I think it's cool to add something like that as soon as possible, after thinking about it, I believe it's better to save it for the next version. There are already a lot of RPG things, and too many things to do. I'd rather not add more work to the existing workload.

I know that players who enjoyed the previous v1 probably wouldn't mind having more of that kind of content, but I have to think about everyone. There will be new players and people waiting to start over, so the goal is not to overload v1 with too much content.

On the making: Redesigns

With that said, let's talk about what's coming in the next few weeks: redesigns.

These are the ones you should expect:

You can always check the Work in Progress to see more details.

The New Profession System: From Stats to Levels

Right now, I'm in the process of redesigning the stats/perks system and its panels. Last week, I showed you what I was working on before deciding to change how professions would work. We're moving from a stat-point system to an experience system, like the Specialization in the old project (which we will also see here eventually).

This is the almost final result:

As you can see, it keeps the same design I made for the stats, but now it works by profession. The picture shows the Merchant profession. Here are the others:

I know, I know, it's cool, right? Nah... I know, it's not finished. I still need to add the "Perks" name to the panel, make Lisapi appear on the right side, and make some changes to the icons and descriptions.

Before I forget, professions will now have an outfit. It's the outfit you see when you choose a profession.

This outfit belonged to the Specialization in the old project, but in New Home, it's part of the profession system. What does this mean? I don't want to spoil too much for now since I still have to decide which idea to use for v1, but I can say that the Lisapi who is missing on the right side will show up with the profession's outfit.

The rest? We'll see. For now, I want to focus on finishing the interface design, testing everything, and then adding the final touches before moving on to the next redesign. It's possible that when you unlock the first important passive (level 15), Lisapi might appear in the profession's outfit when you visit her (no posing option).

Major Profession Changes

On another note, I've made some extra important changes: from now on, the Sorcerer will have a new name: Naturalist. In the same way, the Locksmith is now the Spinner.

They both have a big change in their name and role because they never fit well, especially the Sorcerer. There are almost no changes to the Spinner since it was always based on dexterity. However, the Sorcerer, even though it focused on intelligence, was meant for a dungeon system that would come in the late game. That never happened, and if it's added to New Home, it will take a long time to see.

The other part was Alchemy, but that happened in the mid-game, when we met Tali. Even though that will happen again, we don't know exactly when we'll get access to the Alchemy Shop. So, after thinking hard about what to do with this profession, I decided to give it a total change. Now, it's no longer a profession that knows about spells; instead, it focuses on knowledge of nature. This doesn't mean it won't have access to spells because its Specialization is still Alchemist; it's just a completely different focus, more on everything related to nature.

Don't worry, because even with new names, they both keep their charm, and I hope the Naturalist has an even better one now.

Details on Profession Passives (Level 5, 10, and 15)

And that brings me to the last point for today: passives. Here are the details of what you'll unlock with each new passive for each profession:

Lumberjack (Previously based on Strength)

Spinner (Previously based on Dexterity)

Naturalist (Previously based on Intelligence)

Merchant (Previously based on Charisma)

Yep, level 15 is the cap for this v1. I thought about making it 25, but again, that seems like too much. I've tried to come up with things that aren't too "meh" or too OP for the early game, but as always, that's up to each one to decide.

And that's all for now!

Even though I still have some work to do with the Perks interface, the system is already working and should be fine. I need to test that the passives work correctly, but other than that, everything should work. I also need to work on the intro, which has the old stats system that needs to be changed, too. That will be the most annoying part to think about and implement, but I hope to have all of this done in a few days.

Since I'll have some interesting things to show you about this redesign, I'll save some details for the next Friday log so I can show them to you exclusively.

I don't think I forgot anything, so... see you next week!

Devlog #17: Redesigns (Phase 2)

Related Creators