v0.2.0 A Whole New(ish) World

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 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

v0.1.0 Brewing Update


Hi everyone,

 

I'm back after some extended time off without updates. Here I present to you v0.1.0, the Brewing Update. Unfortunately, this one will be a light one since most of this has already existed.

 




A lot of behind the scenes work went into getting this to work alright, but brewing is now a fully implemented system with relatively few bugs. Because of the nature of this work, there isn't a whole lot to show this month. While you can now make potions and all their pertinent data like how long you've cooked them, what additives are in them, etc. is all there, there's no final use for any of it. I do believe that this is a good ground work, I do not want to put too much energy or detail into it when it could get a large overhaul soon if it doesn't fit well with other planned features

 

 

Speaking of planned features.... I wanted to talk about the road map for this game. If you've been keeping up with the Trello board, there's a lot of debate between present me and past me as to how to handle things. Let me introduce the road map on this blog for the first time:

  • v0.1.0 Brewing Update
    • Get brewing operational, let myself get a break from migraine inducing UI work
  • v0.2.0 NPCs
    • Add actual people to the world, good or bad!
  • v0.3.0 Ambiance
    • The game world is a bit empty. Add various sounds, music, animations, details, shadows, critters, weather, the works.
  • v0.4.0 Logistics 
    • Add things necessary in a game before it goes too far, saving, loading, settings menus.

 

Obviously there is much more to do than just v0.5.0. These are really just meant to be an incremental series of steps to guide me. When I originally wrote it, the idea was that if I add things in this order, the previous update would make sense. NPCs would make Brewing useful, Ambiance would give NPCs life (and a place to live), and by that point, the content would be substantial enough to warrant Logistics.


I'd like to change this around to make a bit more sense:


  • v0.1.0 Brewing Update
    • Completed, no need to worry about this guy
  • v0.2.0 World Building
    • Draw out a map, start drawing more buildings, and throw a real world together. This will be pretty basic, maybe only a couple more buildings and tiles. I will also take some of this opportunity to get interiors working nicely.
  • v0.3.0 NPCs
    • Add actual people to the world, good or bad!
  • v0.4.0 Ambiance
    • Fill out the world that I've built with various sounds, music, animations, details, shadows, critters, weather, the works.
  • v0.5.0 Logistics 
    • Add things necessary in a game before it goes too far, saving, loading, settings menus.


Most of the code here was actually finished a few weeks ago. These past few weeks I've been playing some catch up with the design of the game. I've focused pretty hard on getting brewing added to say that the game "had a feature" aside from moving around, that I forgot that brewing doesn't really make sense without a world around it. This next month should be a lot more fun to show off as I head into world building. There will be a lot more art to show off, and then we can get into the real good stuff.

 

Thanks for reading, see you in August!

Nick

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