All Update - v0.2.3 Progression Re-design and New Art

Hello readers,

Another two weeks have gone by and it's time for more updates on Ten Thousand Coins!

Unfortunately the plan to show Ten Thousand Coins at the IGDA Auckland Minicade did not happen as I had fell ill during that weekend, and did not recover until later next week. I have also been getting ready for my post-graduate course at Media Design School (which has started today), hence development during the past two weeks haven't been the most efficient.

Nevertheless, more progress have been made on the game:

New Art

As you may have noticed, the art in Ten Thousand Coins improve slowly, piece by piece over the whole development process as it is correlated to my 2D art skills, hence I aim to improve upon previous art assets that are over a few months old as my skills keep developing further.

Viia Character Art:


Viia was my first character art asset for Ten Thousand Coins, first concept was done in March, and later polished up May. It's been quite a few months since and I believe my art skills have improved, hence it was time for a makeover. Her old art feels somewhat dull and lacking, and I don't feel it's up to the standard I want for this game to look. Her new art is currently still WIP and not polished up, but here is the general look of her new design.

Bouch's Shop Enviroment Art:



Likewise, environment art has been updated as well. Above is the night environment for Bouch's Shop. Environment is animated in-game. Daytime variation also in-game. Decided to start the game at night now as it gave a nicer feel to the start of the game.

Lumber Fyve Environment Art:


Lumber Fyve art has also been revamped. Environment is animated in-game with daytime variation. The settlement now includes a giant glowing Cytree, the source of their trading good Cywood.

Progression Re-design

Up to this point, the objective and progressions in Ten Thousand Coins have simply been story-driven, with 10,000 coins being the ultimate objective and story-related milestones in between. Progression include gathering coin (main progression), upgrading equipment, and steadily upgrading player stats.

One update I have made and changed to the progression design is the main coin progression. Instead of just a few story milestone and the ultimate objective of 10,000 coins, many more minor milestones have been added in between, with a Merchant Rank categorizing each set of milestones:


This was chosen as I realised there is a big lack of progression rewards, as well as a long gap between each. There was not enough incentive and excitement to earn more coin as it quickly felt like a grind and a chore. Steady milestones and rewards are needed for the player to keep momentum and urge to continue working towards the ultimate goal (much like developing this game, so meta).

Of course, all of these updates will need to be play-tested, so express your interest in our social media pages or this blog if you would like to be a tester in the near future!

Visual UI representation of the coin milestones (WIP):


More progression design updates on the way, stay tuned!

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