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.

Tuesday, 13 December 2022

Bug fixes and Pop ups

Fixed a bug where if you died in a shop you would get stuck in a death loop. Now you will respawn in outside in town.

Added pop up texture notifications for when you are thirsty or hungry.


Made the pop ups a little transparent so they shouldn't block the players view.


Information on the death bug came from feedback after someone died of thirst in a shop. They said "I didn't realize I was thirsty". So I decided to see if pop ups where going to work.

Monday, 12 December 2022

New Ai Behavior

 Today I have been working on updating the Ai behavior. Nothing to show atm.

The slime enemy now goes through a check list to see if it can/wants to search for the player. It is only partially in atm and still needs stuff added to make it work well. 

The Ai is something I have been meaning to update for a long time.

Wednesday, 7 December 2022

Herbs and Mushroom

 Added the first type of mushroom to the game. You can harvest different size bunches of it. No other use for it atm but this one is an edible one, so you can get food without going back to town.

Mushrooms only spawn in the forest.


Also updated the herbs to have different size bunches, Tiny, Small and Large. Tiny doesn't give you any herb but gives you sticks instead. Sticks are going to be used in crafting later on.




 I also changed the UI icons for the herbs to make them look nicer.







Skills Update

I have hard coded the skills into the game so there is not need to have the .dll file to have skills in game.

Will be updating the way you gain skills in the future. So instead of having them from the start you will have to figure out how to gain them or purchase a skill book.

To gain a skill you just need to do something a heap of times. Do it enough and you will unlock the skill.

I will be adding a new shop in the future that will sell magic and skill books. You could probably think of skills as a passive form of magic.

Going to revamp the leveling of skills. Atm you can level your trading skill so high everything will be free or you can get 100 herbs from one plant if your harvesting skill is to high. But to achieve this you would need to get to level 100 and only add points into the one skill.


Will get version 0.14 out hopefully in a week.