v0.2.0 A Whole New(ish) World

 Hi everyone, So it's been a while. I'm back with another update. Before I get into that, today is the one year anniversary of my first post on this site so there's some celebration to be had there. 2022 will also mark 3 years since the PixelEngine in its current state came about, so cheers to that as well. To make up for the lack of updates the past 4 months, this one is jam packed, and is a full v0.X release. Let's start out with the obvious, the new art. I've added quite a few new things to the game. We have trees and vegetation now, as well as several new buildings and ground tiles. I've been trying to pick up the pace with the art so I don't get buried in it.     Next up, I have added the framework for NPCs into the game. Currently they're very basic, but they can walk around and the player can interact with them (right now they just have some arbitrary dialogue appear over there head when you interact with them). From here it will be very easy to a

v0.0.2 Potion Update

Hi again,


This month I present to you, v0.0.2; the Potion Update!

This one is pretty exciting for me as this is the first real gameplay feature that is part of the game. You can view the demo clip below:


I'll break down what's going on here since I've never fully explained it.

First, the player can open the "Tank". The tank is the first brewing machine in the process. Here you add your base ingredient, and the tank is automatically filled with water. The tank brews for a bit and creates a "wash" or "wort" (haven't decided yet). This wash is the base for your potion, and the base ingredient is responsible for the modifier of the potion effect.


Once the tank is finished, the wash automatically moves to the Kettle. In the future, this will probably be done with some player controlled valves and pipes, I haven't gotten that far yet. The kettle has an input slot, here you add in the main ingredient of your potion, this ingredient is wholly responsible for the effect that takes place, and the strength/duration of this effect is controlled by the base ingredient. Pictured, but not fully implemented are two sliders for the heat level, and cooking time. Here the player can adjust how hot the kettle cooks, and for how long. This mechanic is still being workshopped pretty heavily. The kettle produces a "brew", a weaker potion that hasn't had its effects fine tuned and settled in.

Once the kettle finishes up, the kegs take over. The keg is pretty straight forward, the brew is transferred into it and it immediately begins aging the potion with special magic wood. There's a lot of unknowns about this part of the process, so I've left it simple to act as a template for future features. When the keg is done doing its magic, the player can use its interface to fill bottles and get actual usable potions!

As you can tell, there is a lot going on and a lot that isn't fully fleshed out. I'd really like it if the next update is v0.1.0, the full fledged Brewing Update, but I have concerns over how much I can get done in the next month. I took too long last month and didn't get an update out until the 12th, so I am pretty behind. I am also not sure yet what features I'll need to add to make the brewing update make any real sense. Because of this, I am going to delay the June devlog, and the next update you will see from me is at the beginning of July. That update will hopefully be 0.1.0, but things can always change.

Thanks for reading!



Popular posts from this blog

First Post

v0.2.0 A Whole New(ish) World

March Update