NPC Mailing and Player Housing

It’s been a while since the last post, primarily because of vacations and me taking a small break from gamedev to avoid going insane. But now the break is over, and development is continuing once again. Some interesting new stuff this week, so keep on reading!

Mail system

The biggest new feature is the mail system. This allows NPC’s to send the player mail in game, which may contain gold, items or both. Or none at all, as it could also be spam or advertisements(not real ones, obviously). Your mail can be checked in any mailbox throughout the game, either at that regions Post Office, or at your house if it has a mailbox outside. Some of the letters can be worth following up, even if they look a bit shady. You never know what you might find.

mailBoxes

Small GIF showing off the interface and how it works.

Letters can also be configured to take several days to arrive, or on the same day they’re sent, as well as being randomly generated from time to time. This randomization mostly applies to spam being sent to the player, but others can be as well.

Player Housing improvements

Since very early in the project, the player has been able to purchase property where they get access to a bed for sleeping, which provides some extra bonuses when waking up. That was as far as the housing system went, and it felt kinda underwhelming. You own the property after all, why wouldn’t you be able to change it more to your liking? Well, now that’s possible. Each of the houses purchased has one or two “slots” where you can put a furniture of your choice to provide services and/or buffs to your abilities. If your character is an alchemist, place down a alchemist table. Or maybe you favor cooking delicious food? Place a oven instead. There’s not a huge variety of furniture just yet, but it’s easily added. Furniture can be purchased at various furniture stores throughout, the first one being in Stonehaven.

Other changes/additions

  • Started work on ships sailing around the world, landing at docks and offering the player rides for a sum of gold.
  • Added uniforms/outfits allowing the player to dress up as servants etc to sneak in to locations they’re not supposed to be.
  • Added various furniture items for placing in player houses
  • Cleaned up various maps and dungeons.

Not much to write this week, sadly. But it’s better than nothing at least! See you again soon, I’m hoping to have more by then.

Fishing, Sprites & Release Plans

This week I worked mostly on the visual aspects of Tales, improving sprites and drawing promotional art. Sorry about the delayed posting date, sometimes it happens. Oh well, let’s get into it!

New Character Sprites (AGAIN!)

For the fourth time, the character sprites have changed. This time not as drastic as the first three though. This time I added shading and polished the animations, removing strange artifacts and making them seem a little more natural. Oh, and they also have eyes now. Previously  they did not have eyes because of the theme, “you’re just another person” and not having eyes made the characters seem more like they were all the same. But now they have eyes, which makes it easier to give their faces more expression like surprised, angry, happy and so forth. Skjermbilde 2017-04-09 15.15.11.png

Itch.io and release schedule

Because of Valve’s recent announcement of removing Steam Greenlight and the new pricing model still being uncertain, the plan is currently to release Tales of Astya over at Itch.io instead. I spent a little time refreshing my pages, even the one for Color Tunnel, and you can see it by clicking here. There are currently no files uploaded, I’ll get to that shortly.

I’d like to talk a little about the release schedule I’m imagining for Tales. First up is releasing the base game, with the Uspya region fully done. After the initial release, I intend to spend some time fixing bugs that show up or are reported. After most of the bugs are smashed, the plan is to release yet another region as a free content pack, then iron out most of the bugs in the following month. This is how I intend to release all the regions in the time after initial launch. The extra content will hopefully be much faster to develop, since most of the base systems are already in place and most that needs to be done is writing quests and creating new art assets. I don’t want to predict how long each of the packs will take, but I’m looking  at around 4-5 months for each of them. Time will show. Progress will obviously be shared on this blog as it unfolds.

Fishing

Another addition this week is the fishing system. This is something I’ve wanted to add for a while now, but never really got around to doing. But here it is. It’s very simple at the moment and I haven’t got around to making animations for it just yet, but they should be implemented sometime this week.

fishing.gif

Early prototype captured in the testing map. This was made before the new sprites were implemented.

The system is similar to how it works in World of Warcraft, where you walk up to a school of fish and press the action key. In order to catch the fish you got to press the Reel button when you hear and see a splash. Each school can hold up to three different kinds of fish and other random trash, even a treasure chest (chances are very slim). You can then take your newly caught fish and bring it to either a stove or a campfire to cook it, or sell it to a fish monger if you need some money. Currently there are five different kinds of fish you can catch, with more planned for later expansions.

Other changes/additions

  • Increased base resolution from 960×540 to 1920×1080, due to text being blurred when scaling up. Now it looks super crisp and nice, also with more items shown in interfaces with lists in them.
  • Redid all graphics for interfaces, including buttons, frames, icons and more to have  more detail in them, but still having a clean feel to it.
  • Made a proper version of the world map. Now it looks like this. It’s also shown on the loading screen when starting the game.worldMapBorder.png
  • Cities and towns now have their own loading screen images, showing how the location looks while waiting for it to load (doesn’t take long, usually only 1-2 seconds)
    • Certain maps are loaded and unloaded when needed to prevent performance from being bogged down. When entering a location with interior maps, those maps are being loaded.
  • Fixed more issues related to Z depth rendering.
  • Finished cooking, brewing and alchemy interfaces.
  • Replaced more of the trees from 3D to 2D.
  • Fixed up a lot of interior maps (houses, shops, dungeons etc)

That’s all for this week, hope you enjoyed. See you again in the next one! Oh, and lastly I wanna post some GIFs I made for a podcast I listen to, Rad Crew. Enjoy!