Hey hey~
Kay here 👋
Wow, I have been neglecting this blog far too much >.>
Oops
The last blog post was a bit over 6 months ago, and in it I was talking about some of the core functionality of the gardes and the world map. A lot has changed since the last blog post, and from now on, I hope I can be disciplined enough to write one of these a week.
Before I get into the details of that I think I should say something a bit more important:
Demo target date and what will the demo have?
- A beta-testing Garde, fully animated and working
- Full story with said Garde
- Sounds and music
- Day/Night Cycle
- The very base of the world map
Here are some things I want to be able to put into the demo, but I can't absolutely promise they'll be in there (perhaps due to time constraints, me working too slowly, or just me being too stupid to implement them in a satisfying way)
- A more fleshed out world which would have trees, rocks, ect
- At last the beginnings of one of the two towns in the game
- Saving and loading
- Several items, as well as the ability to buy and sell said items
- Main menu, settings menus
- A more fleshed out user interface that doesn't use the default ue4 graphics
- Some desperately needed fluid simulations ( ͡° ͜ʖ ͡°)
Why it takes me a while to do things
Now for the fun parts~
Changes since the last blog post
World
Story
Mechanics
- The Core cast of Gardes
-
This number has been slowly going up, so I'm limiting it for now
before it reaches 10, but I keep slowly adding more and more. Oops
- Berry farming.
- I had this as a planned feature for quite some time now, way back when this game was still a bunch of documents. The core features of this has been added, but some additional tweaks will have to be refined.
- Custom Gardes
- That's right, I want the player to make their own gardes in a character creation thingy. I can't promise it will be as good of a character creation as koikatsu, but I'm going to try my best anyways. This will probably be one of the last things I work on. Or first I don't know.
- Custom Garde scripts you can share and download
- What's the point of making a cute Garde of your own design if she doesn't do anything and you can't share her with others? I've been slowly building up a way to write scripts/stories in game and have them associated with a Garde and share them. The custom scripts in general will be one of the first major gameplay features that will be added because, in order to make sure this works, I'll be using that system as well to write and implement the core garde's story and cutscenes.
- Shrine offerings
- I can't say too much about this since it's story related, but out in the world you'll find broken shrines that you can offer materials to in order to repair them. When you do, you'll be able to offer specific things to them and receive certain benefits....
- Shopping and selling materials you find
- Not much to say about this one. When the world is fully realized, I'm going to make a list of materials you can find in the world just by walking around. Pick them up and you can either refine or sell them. This comes in two parts though. I want to make a basic version of this, and a more involved, refined version later on.
- Weather and atmosphere
- One of my core goals in this game is that when you're not interacting with the world, you can just sit back and take in the world's atmosphere like a comfy blanket on a rainy day. On the more mechanical side of things, I do want dynamic weather but that will take some more work when the day/night system is fixed, since it will be dependent on said day night cycle system
- General Gardevoir customizations
- (Almost forgot about this one)
- Needless to say, in the final game, you'll be able to customize your gardevoir in various clothings, hair styles, and colors/patterns (custom patterns supported :3)
- Custom Gardevoir accessories
- This one's pretty self-explanatory. I want the player to be able to make their own models, hair styles, and clothes and bring them into the game in an easy way.
- Custom Animations
- Like with custom accessories, I want the players to be able to do the same with animations. This one will be a bit more difficult for my skillset, so a feature like this would have to be added near the end.
- Fishing
- Comfy....
- Women want me, fish fear me
- Seasons
- Technically already half-implemented, but like with weather, I want seasons to have their own atmosphere to them and mechanics implemented with them. Out of all the "wish" features, this one's the most likely to get added before the end of the game.
- More expanded materials system
- I've already talked about how I wanted the player to find and sell materials they find in the world, however its current planned form is surface level only. I can't really justify a more involved version (where the player has to actually chop trees, mine rocks, ect), but I still want to add it. Why? Because I personally find those mechanics fun, especially when they're expanded upon in the right way and not just as a material grind.
- A more expanded world
- As of right now, there's a train planned to go from town A and town B for the sake of fast travel (cause I may or may not have made the world a little to big on accident), and said tracks were always planned to leave through some mysterious tunnel. I think it would be fun to take a train to a more city like place. What would be done there? Who knows, I'd have to make a more detailed plan for it.
- Custom Player worlds
- Not much to say about this one. Since players can make and place their own gardes in the world alongside stories, then eventually they're going to run out of places to put them, right?
- Non-Garde charcter creator
- Basically would let players create non-human and human characters instead of just gardes
Garde Specifics
There's limitations that I don't really enjoy with this shading method and with the placeholder model in general.
User Interface
Music and Sounds
I have no confidence in my sound design abilities, but I'll try my best nonetheless. Most of the base sounds I have chosen out for the game have been chosen, but are still in their raw sound files, so I'll probably do a lot of work on them. The GDC game audio bundle has been an invaluable source for many of these sounds as well. For the few sounds that I can't get or I'll have to make, I'll need to get my hands deep into fl studio in an attempt to supplement them, such as the Garde bleeps, some user interface button noises, and other environmental sounds that don't really have a real world equivalent. Though that's not to say that the sounds I've already chosen out wont need to go through the FL Studio pass over before going into the game. Then there's also the glaring issue that I know next to nothing on implementing sounds in a decent way in unreal engine.
*sigh* Back to learning I guess.
As for music, I'm going to either commission custom music for this game (if I have the money). If not, then I'll just settle for trying my best in making music in FL Studio. If this does end up being the case, I apologize to everyone beforehand for my terrible music skills.
However, there will be a radio object in the game, featuring all of the songs from my good friend ItsValeriaKitty (and from Ruby Bytes too). Be sure to check out all her songs, they're so great~
The radio wont have all her songs by default, you'll have to scour the game world to find them~~
With that, hopefully I wont have forgotten anything. Next week, I plan to have Cobeta's design finished, the cel shader mostly done, and perhaps I'll finally be able to fix that stupid day/night cycle that's been plaguing me for months. If everything goes well, I'll have another blog for you next week~
I hope you enjoy the game when a download cums out~ 👋
If you like what you see be sure to support me on Patreon~
And a thanks to these patreon cuties. If you see them, make sure to let them know they're super cute!



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