September 2021 Development Update


After skipping an update for August, we have a big thing to report for September. Here we go!

Crafting System and Improved Inventory

Okay, so check this out. You pick up some materials, right?


What's this?? Now certain items can stack in the inventory! Oh, but what if you don't want those items in your inventory? Well, you can click on those purple X's in the inventory slot and...


W H A T ? You can now not only DROP items from the inventory and have them return to the game world, but you can also use this function to split inventory stacks!

But what about that ding dang crafting system we've been trying to put together for so long? Well, pop over to the crafting screen...


This looks the same. But what happens now if you click on that hammer button?



BING BANG BOOM! Now, not only does it generate a hammer in your inventory, but it also consumes the needed materials from your inventory! If you went back to the crafting screen from here to craft an axe, it would not instantiate an axe in your inventory, because that requires two sticks and two stones. You would have to pick up those stones you dropped earlier in order to craft the axe (but, at that point, you would be able to!)

So, yes, the crafting system is working more or less in its final form at this point. The equipment you can craft can be equipped, unequipped, dropped, picked back up--everything you need to do with it! (Except use it. We aren't that far along yet. But inventory-wise, we're making great progress!)

The Great Tree-Design 2021

We're getting closer to an aesthetic for the trees and other greenery in the game that utilizes both the general leafy look of flora and the outlined sprite style of the rest of the game. Here are some choice new trees (and a bush):


While these are still not finalized sprites, it's closer in look to what we're aiming for than previous tree designs have been.

Other sprites we've been working on are fences and a unique home building for Mortimer that will be present at the start of every game. Emmy now also has a prototype dialogue portrait.

Sound Design

One thing about the current build is that it is deathly silent! Thematically appropriate? Perhaps. Enjoyable gaming experience? No!

We're working on getting footsteps for Emmy and the NPCs to sound off as they walk. We're also poking around with our options for background music--royalty-free stuff for now, granted, but definitely something to liven up the game!

Other Tweaks and Toggles

In addition to work on the crafting system, we've also been able to copy/paste a lot of that code into the building system. While we're still trying to get the building system to recognize which areas can be built upon and which cannot, it's now possible at least to build a building if you have enough materials and then have those materials be consumed in the process.

Additionally, the in-game clock has been fleshed out a bit. Now, it will pause during dialogue, as will wandering NPCs. The clock also pauses while placing buildings with Build Mode.

For Next Month

We'll be refining the building system, working on the relationship system, and expanding the game world, as well as doing our usual additions to sprites and now also sound effects! With the crafting system finished and the inventory system living its best life, we now have a stronger foundation to keep building up the game's elements on.

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