Village Monsters Changelog
Last updated 04/10/2017
New changes since this page was last update are colored in blue
Current Changes (Pink Crow)
Player & Actions
- Movement Improvements
- Tweaked the movement code to give it an overall better feel
- Fixed bug related to footsteps either triggering too much or not enough
- Increased speed of sprinting
- Made sprint a toggle
- When using a controller, movement speed is based on analog stick pressure
- MAJOR: Controller Support
- You can now play the entire game with a gamepad
- Lantern at night
- Toggle with “T” for now
- Added a lantern to help light the way at night
- Dialog timing changes
- Dialog should overall be easier to read and also easier to skip through
- Persistence
- Player object has been persisted across all rooms
- Player Authority created to manage creation and tracking of player object
- Player location will be maintained between room transitions
- Player object has been persisted across all rooms
- Shadow changes
- Removed ‘hardcoded’ (and bad) shadow
- MAJOR: Completely revamped collision system
- Collision is handled via tile instead of objects
- Collision is much more performant
- You can no longer walk over things like water
- MAJOR: New Action: Roll
- Rolling moves a bit faster, but is primarily used for shaking and breaking things
- Roll into trees to make items (and birds) fly out
- Roll into pots to break them and pick up bits
- Rolling is on a cooldown
- MAJOR: New Action: Pickup & Throw
- Some items can be picked up and thrown
- You may find secrets and other valuables by throwing everything you can
- Pots can be thrown to create bits
- New Action: Kick
- Walk into some items – like a ball – to kick them around
- Kicking may be useful in the future. It currently isn’t.
- MAJOR: Toolbelt
- A new UI element called the ‘toolbelt’ has been added
- Use the toolbelt to cycle through tools (like fishing rod, bugcatching net, and lantern)
- Inventory Grouping
- Items are now grouped within the inventory
Hobbies & Activities
- MAJOR: New Hobby: Fishing
- Players can now fish for, uh, fish!
- Go to any body of water, select your fishing rod, and press the Use Tool button to fish
- A new fishing “minigame” has been added
- You must cast your hook and reel it in strategically to attract fish
- Watch out for your line tension – if that breaks, you lose the fish
- A boat has been added with which you can fish from
- The boat has a very boat-y feel to its movement
- Added a torch to the boat
- Fish are added to your inventory
- Players can now fish for, uh, fish!
- Bug Catching changes
- Holding the “Use Tool” button while the net is equipped will cause the player to enter ‘critter stalking’ mode
- You’ll move slower while stalking, but bugs will be less skittish
- New Critter: Sun Fly
- Added the noctornal sun fly
- Sun flies glow and act similarly to Sea flies
- New critter fleeing behavior
- All fleeing critters now fade into the background as they run
- New critters: Butterfly Leaders
- Monarch, Emperor, President, and Caeser butterflies have been added. Catch ’em all
- S-Fly Spawner
- Fixed issue preventing flies from spawning by the pond
- Better ‘annoying buzzing’ behavior (they won’t just congregate around your beard)
- New Gatherables
- More than half a dozen new mushrooms types have been added. You’ll have to hunt them all down!
Villagers, Dog, & Other Entities
- Portrait Changes
- Added villager names underneath the portrait
- New Ambient Creatures
- Owls that fly overhead at night
- Crows now hang around and will scatter when you try to get close
- Dog Bug Fixes
- Fixed returning fetched items from directly up / down
- Fixed issue with sprite offsets that made the dog changing directions look mega goofy
- Migrated to new movement system
- Path tileset
- A new tileset was created for paths and the entire village and surrounding areas have been pathed
- New Villager: Lindwyrm
- He’s a dragon, and he helps runs the Historical Society
- New Villager: (Post-Punk Pixie Postman)
- She’s unnamed for now
- In the future, she’ll handle all postal services in town
Village, Buildings, Decor
- New External Decor: Streetlamps
- Streetlamps now exist in the village and help light the way at night
- There are a couple of varieties
- Made village lake less ugly
- Thanks to the magic of auto-tiling
- Postal Service (?)
- You’ll find a whole bunch of mailboxes around town
- They’ll help you identify buildings you aren’t sure of
- New door behaviors
- Instead of going into buildings automatically, you need to press the Z key or A button
- This was done to prevent accidental building transitions
- Instead of going into buildings automatically, you need to press the Z key or A button
- New color palettes!
- MAJOR: New village buildings to explore
- Mock’s House
- Historical Society
- Treasure Chest House
- Skull House
- Revamped interiors
- Less ugly overall
- Better collisions (meaning that collisions actually exist)
- No more weather indoors (lol)
- MAJOR: Music
- Several tracks of music have been added to the game…
- Morning track
- Afternoon track
- Evening track
- Night track
- Music fades in and our at each hour change
- A nice bell toles during the changing of hours
- Several tracks of music have been added to the game…
- New Items
- Pots
- Create bits when smashed
- Bits
- Used as currency
- A new UI element has been added to track bits
- A pleasant SFX plays when you pick up a bit
- Pots
- New detours
- A gacha machine can be found somewhere. Spend your bits wisely
- Helpful notes?
- A number of notes and other signs have been erected around the town and outskirts
- Pedestals in the historical society
- Items in your inventory can be placed on pedestals in the historical society
- In the future, this’ll be how you complete your collections
Areas
- MAJOR: New areas to explore
- Crossroads
- Outskirts Forest
- A whole lotta trees and other vegetation were created for this area
- Maybe you’ll find other things there – like mushrooms. Or a TV
- Outskirts Lake
- Have fun sailing around the lake on the raft
- MAJOR: Improved area transitions
- Transitioning between screens and rooms now places the player in the correct place
- New vegetation
- Additional trees, stumps, etc. have been created
Simulation & Systems
- MAJOR: Lighting Engine FX
- With darkness comes an actual lighting engine around the player, light sources, and other objects
- Current objects with lighting:
- Player (via torch)
- Streetlamps
- Sun Flies
- MAJOR: Time Concepts
- Added the ‘concept’ of week, month, and year
- Time advances following these rules
- A week has 7 days, a month has 4 weeks, and a year has 6 months
- Added the ‘concept’ of week, month, and year
- MAJOR: Weather based on weather patterns
- Weather now is based on specific patterns. New patterns created:
- Clear
- “Seattle” (mostly drizzle all day)
- Snow
- The start of the new day randomly selects a new weather pattern for that day
- Weather now is based on specific patterns. New patterns created:
- Calendar UI Element
- A UI element of the current date and season has been added to the existing clock UI element
- The tree and colors of this element change throughout the seasons
- Day changes
- A friendly rooster greets the morning
- A friendly coyote greets the night
- The SFX pleasantly fades in and then back out
- Fixed a bug that prevented the popup from telling you the actual time of day
- Ambient Cloud Cover
- You may now see the occasional cloud shadow pass by
- Clouds only show up during daylight hours
- Weather Bug Fixes
- Weather no longer ocurrs indoors
- Rain should now behave properly even when it’s heavy
- Technical Weather Changes
- The manager for time and weather has been combined for convenience
- All existing daylight filters have been converted to surface + blending
- Added moon phases
- New, Crecent, Gibbous, and Full
- Weather SFX
- Added rain sounds when it rains
- Improved wind sounds
- Some sorta…weird…glitch…thing?
- They’ve been seen around the crossroads
- The east and western roads have been closed until further notice
- Completely revamped the clock system
- Went from 8 times of day to just 4: Morning, Day, Evening, Night
Menus & UI
- Notification Improvements
- Removed “x1” from showing up inappropriately
- MAJOR: Changes to Clock UI
- There is now an indicator to tell you what the current day is
- All ‘slices’ but the current time of a day are dimmed out
- The clock now properly reflects reality
- The Compendium
- A new menu option allows you to call up the vitally important Compendium
- Click tabs to navigate between sections
Other
- MAJOR: Concept of “Authorities”
- An “authority” is a technical controller that creates or monitors a variety of game factors, like player location and the creation of ‘headless’ objects
- MAJOR: Concept of Draw Order
- All objects now have a draw order for proper “layering”
- Eg., standing in front of a tree displays you in front of it. Going behind the trees displays the tree on top of you.
- All layers and other draw calls have been optimized for performance
- All objects now have a draw order for proper “layering”
- Revamped shadow system
- Shadows are now “dynamically generated” and are overall a lot better to look at (?)
Previous Releases
[expand title=”Changelog for released version ‘Snow’ – 02/10/2017″]
Player & Actions
- Basic character movement (WASD)
- Includes sprinting (hold Shift), creeping (hold Control)
- Press the Middle Mouse button to move the camera around
- Dynamic Camera
- Follows the player and slightly lags behind
- Use the middle-mouse button to move it around
- “Shaky Cam” system implement for some actions
- Player Action – Talk
- Get near a villager and use the X key to talk to them. X also advances the text
- Player Action – Interact
- Currently the only object to interact with is Dragon’s Hoard, the claw machine in the building with Mock
- Use the X key to interact with it
- Player Action – Grab / Pull
- Currently can only grab/pull a box.
- Use the X key when near a box to grab it
- Player Action – Swing Net
- Press V to swing your net
- Critters caught by your net are added to your inventory
- Player Action – Throw
- Press F to throw the ball
- Requires to pick up the Dog Ball and make it active
Villagers, Dog & Other Critters
- Two new Villagers
- Mock, the depressed goblin
- “Sign”, the unnamed – but still angry – Sign
- A more complete Dog
- Dog snoozes when bored
- Dog wags its tail faster when ball is picked up
- Dog fetches ball and brings it back
- To play fetch, first pick up a ball, make it active, and then throw it with F
- Dog can be pet and spoken to with X
- New Critters to catch
- Half Hopper
- Flee when you approach
- Sea Fly
- Spawn indefinitely near pool
- Chase after the player when close
- Candy Horn Beetle
- Holiday Horn Beetle
- Winter only
- Half Hopper
- Initial pass at “ambiant critters” system
- A occasional bird will fly across the screen
Menus & UI
- Basic dialog system
- Typerwriter text and tap noise
- Different types of text
- Dialog
- Narrator
- Emphasis
- Portrait & animation
- Basic inventory system
- Press I or click the bag icon to bring it up
- Use your mouse or arrow keys to navigate items
- The F key allows you the currently active icon. Not all items may be used at this time
- Basic world map menu
- Press the map icon to bring it up.
- Use your WASD keys and mouse wheel to navigate.
- Notification system
- Notices trigger for various important events, such as inventory management, day changes, and more
- Like-notices are grouped together
Simulation & Systems
- Two new major systems: Time & Weather
- 8 times of day with their own daylight filters
- A full day takes about 20 minutes, but there are ways to increase this in the demo
- 4 weather patterns:
- Clear
- Drizzle
- Heavy Rain
- Snow
- A clock UI element to monitor the time and weather
- Prototype of a 3rd major simulated system – Seasons
- “Winter” version of map with new visuals, new critters to catch, and new weather
- Find a way to trigger Winter via an in-game mechanic
Village & Related
- Completely new and revamped art style and layout of “village”
- New trees, flowers, and other vegetation
- Can no longer walk out of bounds
- Two new buildings
- Test inn. Contains Mock, Dragon’s Hoard, and some tables
- Historical Society. Contains naught but spider webs
- Dragon’s Hoard claw machine
- Incredibly basic and buggy!
Other
- Basic SFX
- Wind noises
- Footfalls
- Dialog sounds
- Pickup sound
Known Issues
- The player always resets position when changing ‘rooms’
- Very little is persisted
- Huge amount of graphical bugs, especially incorrect overlapping and sprite flipping
- Collision system is frequently dumb
- Overall, it’s very fragile!
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