Tuesday, 31 January 2023

Almost done for next release

Been working hard on getting the game to a stable build for the next release.

Finished up the shop today, got the armor displaying properly, got the new weapon names and descriptions in, added a log for when you pick up herbs and have the damage system working well with the new armor.

Just need to iron out some bugs that I have come across. There was a memory leak when the quests respawned, which I fixed today.

The Quests need a huge overhaul but I will leave that for later on. They work well enough for now.

All that I need to do is play the game and fix any bugs that appear or change anything that isn't user friendly.

After I am finished with this version I will start making the crafting system and add the Adventurers Guild. 

Will move the quest board to inside the Guild. Will also be adding rooms to rent from the Guild so you can store things in there - feature requested.

You will need recipes to be able to craft things. Potions you will be able to figure out by eating the ingredients or just trying to use them to craft something.

Maybe not next update but in the near future I will be making skills purchasable books you will need to learn. You will be able to learn them over time by repeating the task but that would take a long time. Harvesting skill my take picking herbs a 1000 times before you acquire the skill. If you pick a starter perk that has a relevant skill you will automatically obtain said skill. Farmer perk will get the farmer skill and harvesting skill.

Magic will be the same as the skill books and will need to be purchased unless your pick the Magicians Child starter perk, then you will start with a couple spells. There may be NPC's in game who will teach you magic as well.

Tuesday, 17 January 2023

Armor

I have almost finished with the armor. I have got them to randomly build in the shop and set a name and description based on the materials used in crafting them.

Pricing still needs to be fixed to work with the new armor, but other than that is seems to be working well with no bugs. Will still be tweaked as time goes by.

Even made the armor lose layers if their health goes below 0. Will make it so you can only repair the armor if the base is over 0. Also make it so damage layers will need to be removed before fixing or upgrading. 

Gif of new names and descriptions.


Also made so in the shop if you hover over the buy or sell list the item info will appear. Still need to look into being able to remove items off either list one at a time, so you don't need to reset the whole list if you make a mistake. 



Monday, 16 January 2023

Game Systems

While I was working on the shop I had to take another look at the armor. Well, one thing led to another and I had to redo the armor/damage system.

So I have started an upgrade on the armor/damage system for the game. Armor will come with 3 different parts. A base, reinforcement and plated. The armor names will be set by what they are made out of. Except for special ones.

Base: This will be what the under-armor is made of. Like a shirt you can add bits of metal to.
Reinforcement: This addon will be used to make the Base stronger.
Plated: This is to add plating over the top of your Base or Reinforced armor.

Concept Art of new armor.

Material Strength and Naming

May make it that the reinforcement only adds halve or 3 quarters of the material strength. I am open for ideas. 

I'll be working on adding new reinforcement and plate armor for steel and other materials. This is getting ready for the ability to craft or repair you own armor. As seen in the bottom armor where the plate isn't as good as the other iron plate. This will be due to skill level.

If this new armor works well I will add in different types of leather to increase the base armor. Each material comes with a hardness or armor rating and adds to the total armor amount.

The new damage system, still needs tweaking, will damage the armor layers first before inflicting damage onto the play. I tried to use percentage base damage but that didn't quite workout. So now the armor acts like a second health bar. Much like it did back when I first put armor into the game.

There is also armor skills that will negate a percentage of incoming damage per level if wearing the armor of said skill, this is totally op at high levels but it will be very time consuming to get to that level. At level 20 in light armor skill you negate 84% of damage.

Other than the armor/damage system I am working on atm I have finished the basics of the new money system. Money is now an in game object. You even have a wallet/pouch to hold it in. Atm you need a wallet or you can't carry any money but I made it so you start the game with one, for now. Going to add "that if no wallet money go in pocket" code later, mainly so it's possible to lose your wallet or have it stolen or to steal someone else's.

Once I am happy with the armor and the damage system is working well I am planning on posting the new build. The next system I want to work on is a searching system where you will be able to search any container or area marked as searchable to find locally based items or rubbish.

I also want to look into using a different character model that has more movements and weapons to use. I am no artist so I need to find or get someone else to make them for me. 

Tuesday, 10 January 2023

New Armor and Weapons

Added new armor and weapons into the game to work with the new shop system. 

New armor comes with new textures, names and descriptions.

New weapons comes with new names and descriptions.

All new items will stack based on name and durability. Prices are set by durability and quality of said item.

Image of the new armor pieces.

Original pieces of leather armor were created by "Johannes Sjölund AKA Wulax". I modified them to add the metal parts.

Also fixed up the pause menu and some other things that need some attention. New build will be out once I have the shop ready for testing.

Friday, 6 January 2023

Money System Update

I have finished the new money/shop system for now. It seems to be working quite well. Still need to tweak the UI but that can wait for a bit. Once I have finished all the testing I will get around to posting a new build. 

At the moment the trade has to be equal. 

Still have to move the "Add Money" text to better spots and also need to redo the flavor text for items to display the same way the money does.


Thursday, 5 January 2023

Money Redone

Today I focused on changing the way money works in the game and how the shop UI looks. 

Above you can see I have removed the text displaying money amounts and added in pictures with values next to them. I also updated the info display to tell you what each coin is and what it is worth.

Next I decided to change how you spend money.

Before money was just a number with no physical nature to it. So I turned it into an item.

No more auto cash payments in shops, now you have to select a coin and add it. 

No more auto update to high tier coin. Before when you say got 10 small copper that would automatically convert to 1 large copper. Well no more. You will need to find a bank or a trader who is willing to convert your coins for you. 

Still considering adding a limit to how many coins you can carry. Or adding carry weight into the game. Because it does sound strange if you could carry 1000 coins in your wallet.

Here you can see how you will be able to add money to your buy order. If the shop owner allows it they will let you exchange coins. There will probably be a loop hole I will be unable to fix that will let you exchange coins if there is an item in the list, but that will be a future me problem.

Still needs a fair bit of work to clean up and there are a couple problems, like the total only showing the value of one item and not the entire stack.



Tuesday, 3 January 2023

Engine Update

So I took a break over Christmas and New Years.

I have spent this afternoon and a chunk of the night updating Raylib 3.0 to Raylib 4.2. 

It doesn't sound like a hard job but I was using a standalone version of Raylib 3.0 and to update it I had to manually move the required files over to my game directory. So it took a lot longer than I first thought it would take.

I did run into an error that will need to be fixed or a work around made so it may take me a bit longer before I upload another build.