Public Version 0.0.2.65


This is a public release of development version 0.0.2.6, plus some fairly critical bug fixes and the first peek of a functioning quest log. I would have preferred to put out a bit more substantial of an update(essentially, the fully operational quest system), but the bugs were fairly major and I wanted the fixes out sooner rather than later.

The LutholianDev Patreon is the place to subscribe if you'd like to get development versions and play A World Adrift updates early, as well as weekly reports on progress with the game!

Here's everything that's new since the last public patch(0.0.2.5):

Items

  • new weapons: Stone Wood Axe, Wood Club
  • renamed weapon "Axe" to "Wood Axe"
  • consumables can have an effect assigned to them, all consumables(in other words, the health potion) converted to use magicEffects now.
  • consumables can be set to be able to be used in combat or not.
  • new Consumable "Bandage". It functions as a more common out-of-combat potion. It will have different functionality later of boosting passive health regeneration.

Magic Effects

  • implemented "MagicEffects" system. Basically a unified way for things(spells, consumables, enchantments, whatever really) to change a player or npc. Right now it only supports changing stats and the like, but it is primed to be extended to things like body transformatives once that content is implemented.

Events and Exploration

  • new events: An Odd Noise (catch a brigand in a compromising moment), A Dropped Bag(yey, free bandage)
  • Vixsya's first encounter event is no longer repeatable.
  • moved some code checking if an event met the requirements to appear from Region to the event itself.
  • events that give items now once again properly add them to your inventory

Factions and NPCs

  • Ilchex gatherers can now spawn with Stone Wood Axes
  • Ilchex Warriors, Uchiz Warriors, and Vagrants of the Knife Scouts can now spawn with Wood Clubs
  • when a faction's name is known, it will be used by for generic npcs of the faction instead of the more generic name. (Tribal Goblin becomes Uchiz or Ilchex, Forest Brigand becomes Vagrant of the Knife)

Conversations

  • When you ask Vixsya about them, you now gain knowledge of the Forest's name, the names of the two goblin tribes, and the Brigands.
  • Vixsya's "Ask about the Goblins" dialogue option now gives you knowledge of both Ilchex and Uchiz's names instead of you needing to ask about each specifically.
  • Vixsya's dialogue event no longer crashes the entire game

Quests

  • Built a good chunk of the quest system framework
  • Questlog implemented, it can be accessed from the camp menu.
  • Some overarching main story quests added. Return to Remisia and

Dialogue System

  • dialogueConversations can now have and be loaded from individual files instead of just the single big one. Really great stuff from an implementation and debug standpoint.
  • the initialText is also fed through the parser now like dialogueOptions are.
  • dialogueOptions can be disabled.
  • dialogueOptions now can be set to only be available once per conversation.
  • dialogueOptions can grant knowledge of a faction or region's name
  • improved the way dialogue options can add knowledge. Its still super scuffed, but now its a lot less scuffed. As an added bonus, they can add multiple knowledges from one option now.

Knowledge System

  • Implemented the "Knowledge System". The knowledge system is basically a way for the game to track what a player character "knows". Currently, its incredibly scuffed, but it works. In the future other game systems like quests or dialogue will be able to check it to expand or restrict options based on what you know about the world. Mind you, its not too fancy!

UI

  • non-combat use consumables are no longer displayed in the consumable list.
  • when a region's name is known, it will appear in the explore menu, the travel menu, and the combat scene instead of the more generic name (The Forest of Tulor vs The Forest)
  • made it so mousing over a vital's(health, stamina, etc) bar will give you the more accurate decimal value as "current / max" as opposed to the old way of having to mouse over the current number to see its decimal, and then having to mouse over the max to see the one it has.

"Text Parser"

  • can now decide between "is" and "are" depending on pronouns. ("you are hungry", "he is hungry")
  • can now decide between "were" and "was" depending on pronouns. ("you were hungry", "he was hungry")

Save and Load

  • player's knowledge saves and loads.
  • added temporary code that in the event the player had seen the Vixsya conversation and the save does not have knowledge in it will add the knowledge the player should have gotten. This is for compatibility with prior versions and will be removed after the next public update to avoid cluttering the save/load system up.

Misc

  • changed a lot of the file loading to use a generic function.
  • a bunch of other little optimizations and super minor code improvements that I didn't think to write down.

Files

A World Adrift 0.0.2.65 102 MB
26 days ago

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