Big Update - v0.1.0 Crunch Week for KiwiGameStarter 2016

This week has been one of the most intense development periods for Ten Thousand Coins, crunched in order to meet the KiwiGameStarter 2016 deadline on 15 August 5pm. I have to say, I definitely lost a lot of sleep, especially on the last day, so here are the updates:

Content - Town, Wilderness, NPC and Enemy Implementation


For the current build (v 0.1.0), the contents implemented are:
  • 4 Settlements (towns) - Bouch's Shop, Lumber Fyve, Imperial Academy, Weaverhom Grotto
  • 4 Wilderness sections connecting the settlements
  • 8 Different Wilderness Events
  • 10 NPC Shops:
    • Bouch's Shop - Bouch the Blind Blacksmith
    • Lumber Fyve (Trade) - Broc the Head Lumberjack and Supplier
    • Lumber Fyve (Equipment) - Isali the Inn Keeper
    • Lumber Fyve (Inn) - Myledy the Wood and Metalsmith
    • Imperial Academy (Trade) - Lawrrical the Academy Overseer
    • Imperial Academy (Equipment) - Lynxia the Academy Educator
    • Imperial Academy (Inn) - Nisali the Hostel Manager
    • Weaverhom Grotto (Trade) - Han the Retired Bounty Hunter
    • Weaverhom Grotto (Inn) - Sansali the Lodge Owner
    • (Random) Merchant of the Ravenn Company
  • 28 Items
    • 8 Equipment
    • 12 Food
    • 5 Trading Goods
    • 3 Misc
  • 3 Enemies
    • Kulk
    • Thief
    • (Story Character)
  • 15 minutes of Story and Dialog

Dialog and Scripted Tutorial

Dialog and cut-scenes are implemented from the written source file. Had to code in a system that tracks and triggers the correct cut-scenes. In total there is about 15 minutes of dialog in both cut-scenes and tutorial conversations.


A scripted tutorial system has been added. This system uses small dialog boxes that works differently from the full dialog box cutscene system, but how it tracks and triggers the correct conversations is similar. The small dialog boxes will be used for both tutorial and banter between characters.



Confirmation UI

Replacing the old default game maker confirmation box, I scripted a new system that behaves similarly, but without the intrusive and ugly looking default pop-up window. The confirmation box can be used in any event that needs a "Yes or No" answer, and it is currently being used in selling an item, dropping an item, and wilderness events.



Wilderness Events


Additional wilderness events were implemented. These are:

  • Random merchant encounter - similar to the prototype random merchant, they will have a selection of random items for sale. The updated merchants in this build will also have a selection of needed items for a high markup price.
  • Terrain Obstacle - player may encounter terrain obstacles that obstruct their path forward. They may choose form the confirmation box to either attempt to clear the obstacle or avoid it. Clearing the obstacle successfully will allow the player to move forward normally, but if they fail they will still clear the obstacle but will lose life points in the process. Success rate at clearing an obstacle scales with the player's Strength stat. If the player avoids the obstacle, they will proceed normally but with an extra time penalty (as finding a detour took extra time).
  • Scattered Loot - player may encounter loot crates or abandoned wagons that may contain loot. If they attempt to scavenge the loot and is successful, random loot drops will be found. If failed, they instead encounter booby traps and take life point damage. Loot success rate scales with the player's Smarts stat.


Stat Effects Update

The effects of player stats have been implemented from the design. These are

  • Strength - affects combat damage, max life points, terrain obstacle success rate, and increases hunger drain.
  • Smarts - affects combat accuracy, NPC markup price (higher the better), and loot event success rate.
  • Survival - affects combat evasion, foraging bonus, and wilderness action points (forage, camp, run).


Button Update - Inn and Run

Updated to match the current UI scheme and system.



Combat VFX

With the help of the talented Glenn Atmadji (http://solgerwulf.tumblr.com), combat VFXs were created and implemented into the build. It definitely improves the visual appeal of combat. Now the next step will be to add animations to the enemies.

Sound and Music

Sound effects were taken from freesound.org under the public domain license and a few with creative commons.

In-game music is from Kevin MacLeod (http://incompetech.com) and Purple Planet Music (http://www.purple-planet.com), both royalty-free and under creative commons license.

Known Bugs and Unfinished Content

  • Item Stacking Bug - when looting an item, sometimes the same item stacks on top of each other, so you end up with two items on the same item slot.
  • Unfinished Content - Tutorial content, story content (especially for Imperial Academy and Weaverhom Grotto), and first major objective.

I will be taking a small break of 1 - 2 weeks as I am unfortunately a bit burnt out from this crunch.
A playable build will be made available for download soon, so keep an eye out!

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