Developer Diary – Log Cabins, Churches, and Idle Animations

Another week has gone by, and that means another version of the Dev Diary Digest! It’s a bit late this time around, but hopefully you won’t hold that against me. This week was a quiet one full of mostly back-end changes – a better collision system, lots of bug fixes, etc. There are just 2 weeks left before the last pre-alpha demo is released on July 9th (with the first alpha demo coming out in September), so it’s been a balance of cramming in as much new content as I can while also making sure it’s not a jumbled technical mess. Still, I do have a few things to share!  ​ I spent a fair amount of time this week re-iterating over a few buildings in the village as well as creating new ones. This’ll be part of the overarching narrative, but the monsters didn’t actually create this village – they found it. As such, the overall design goal of the village itself is a mishmash of re-purposed buildings + new buildings the monsters created. In the above gif you can see a church, a log cabin built by a Harpy-turned-carpenter, and the ramshackle town hall.  ​ Slowly but surely I’ve also been adding more and more furniture to the game. Another design goal is to have it so that every furniture piece has some way to interact with it, even if it’s very small like spinning the globe.  ​ Finally, after some feedback from last week I’ve decided to add some basic idle animations to the villagers. Because everything is so in flux I don’t want to spend too much time animating something that I might need to scrap and redo entirely, but I figure a little bit of animation is better than no animation at all. (you can also see me get…

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Developer Diary – Merchants, Critters, and a Calendar

Another week has gone by, and that means another version of the (newly renamed) Village Monsters Dev Diary Digest! Without really meaning to this week followed a consistent theme – ensuring that every day (in the game!) feels different, or unique, or interesting, or surprising. That’s been a mantra of mine since I first started, and I’m increasingly in the position to make good on it  ​ First up, I changed the merchant around so its stock changes each day. I also split up the show floor so he sell both furniture and normal items now.  ​ Speaking of daily refreshes, similar to Animal Crossing there’ll be a number of things that reset each day. For example, each day a number of ‘diggable spots’ spawn around town that you can find treasure, monster fossils, minerals, and other goodies. These spots used to be marked by a simple ‘x’, but this week I changed it up so that each category of items gets its own unique icon: treasure looks like a half-buried treasure chest, fossils look like half-buried bones, and minerals look like a half-buried rock  ​ Next up, I added a bunch more ‘atmospheric animals’ (which is a bad name). Unlike other critters, these animals are mundane and cannot be caught or donated, and they are mostly ambivalent to the player. They exist purely to add flavor and atmosphere to the village as you walk around each day. Like critters, the types of animals you’ll see differ based on time of day, weather, and season Games these days typically achieve things like atmosphere and ‘sense of place’ via a strong or unique art style. It should be clear by now that I’m no artist, so I’m hoping to accomplish the sense of place by focusing on the little things and attention…

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Shacks, Weather, and a New Exhibit: It’s the VMD3 for June 11th

Here’s last week’s screenshot roundup!  ​ By far the biggest thing I worked on last week was furniture and other decorations. The above gif is from the same house – your very first one, which is nothing more than a storage shed – that’s being furnished over time. The final release will have a *lot* of furniture and will run the gamut between the modern – like TVs and fridges – to the more fantastical and unusual  ​ Work also continues on making the village itself more visually distinct. I’ve added two types of fences – normal brown and the classic white picket – and also fleshed out some more gardens. You’ll be able to customize your own garden that’s outside your home  ​ If you’ve played the current alpha you’ll know that the historical society is pretty desolate – it’s basically just a single room with a bunch of pedestals to place your stuff on. Last week I iterated over it again and started adding actual exhibits. There are currently two – one for your critter collection, the other for fossil, treasure, and other archaeology donations  ​ Finally I want to talk about weather. I love love LOVE weather in video games, but one thing has always bugged me – even when a game does have weather it often is very same-y…maybe it’ll have just a single ‘rain’ effect, or when it is raining it rains for the entire level or day, that kind of thing. Weather is too interesting and diverse to be this boring! The above gif shows off 4 different intensities of rain – drizzle, rain, heavy rain, and thunderstorm – that you can experience in Village Monsters. The latter two even come up darker lighting! Each day will have 8 ‘slots’ for weather, so like real life…

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New Interiors, Dog Whistles, and the Moon Man: It’s the VMD3 for June 5th

A roundup of screenshots from the last week’s worth of work. Experimenting with a prototype for placing furniture in your home. There’s going to be a lot of options for furniture and other customization in the final game, though for now it’s all pretty basic The above shot also shows off the new interior tileset. I like it a lot!   Speaking of prototypes, here’s another experiment with a system for issuing commands to your faithful pup. Someone on the #indiedevhour suggested some sort of whistling mechanic, and to me that meant something akin to the Ocarina from OoT. It’s meant to be much quicker and has far less options than most Zelda instruments! …and here’s a tragic bug from that same testing. Poor little guy I’d say I have about 1/3rd of the villagers at least roughly implemented – there’s going to be 36 in total. However, beyond the 36 permanent residents there are also going to be plenty of ‘visitors’, like this guy. Visitors are not permanent and only show up during special times, like holidays, events, and other unique times As you can see, this guy doesn’t even speak your language, which does make things tricky​

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