Update 7: Adventurer Movement
Yes, the naming conventions are all over the place. Truly horrible. But the numbering should stick now. Hopefully. One thing I realized is that it is very difficult to be precise in my scheduling since I’m not good at guessing how much time a certain feature is going to take (a skill in training). So once again, forgoing the period term and just sticking with updates until we get something that looks playable.
On the bright side, a BUILD!! Now you can play around with the map that Tony and I spent 20 hours of confused yelling to define the math for. Check out the itch for the most recent version.
Adventurer Movement
So these adventurers move now, through the map. You won’t see it anywhere on the map, but rest assured, they do move through the map slowly. Here’s a screenshot of the Unity console as send an adventurer on a quest as proof.
What this means is that the world that our adventurers occupy become a little more real. They now have to move through spaces, start fights when they reach a target, and return home. That map you see down there? That’s the actual map they’re moving through. You just can’t actually see them moving through it… haha…
Anyways, the impact for you is that quests will take actual time (instead of completing immediately like it used to), and it takes time proportionally to how far away the target is. With this, we can start putting in map terrain and set up the adventurers to try to navigate around tough situations that change with time.
Next Update
So next update’s plans is a significant divergence from what we have here. I want to start putting in a visual novel system. I’m hoping to introduce some of the characters that will occupy the world using the visual novel system, and the game will have a better lead-in instead of a blank purple screen that tells you what’s going on.
This will require a lot of new art, so Gillian’s agreed to draw an new landscape. We’ll keep using the old character busts for now, but we’re hoping to replace that in the future as well.