Big Update - v0.4.0 Ten Thousand Coins Revamped

Greetings,

It has been a while since the last development update, my apologies for the delay.

Ten Thousand Coins has been in constant development since the last version, with a major revamp in the look and feel of the game, as well as additional features and content to form a complete demo. Here is a look at the updates for v0.4.0:


Summary of v0.4.0 updates (from v0.3.2)

Features
  • New Feature - Barter Mood
  • New Feature - Daily Events
  • New Feature (minor) - Reputation-locked Goods
  • New Feature (minor) - Weapon Durability
  • New Feature (minor) - Clickable Wilderness Bushes 
  • Feature Update - Objective popup UI added
  • Feature Update - Milestone rewards
  • Feature Update - Reputation added for random encounter merchants
  • Feature Update - Item type restriction added for depositing into the Ceaseless chest 
Art and Content
  • Major Art Revamp - Isometric Popup Book Environment
  • Art Update - Character base art polish
  • Art Update - More character face emotions / animations added
  • Art Update - Environment particle VFX added.
  • Art Update - Cursor art changes with in-game situation
  • Art Update - Enemy sprite animations added
  • Art Update - World map art updated
  • Art Update - General UI update / polishing
  • Content Update - More dialog and cut-scenes added
  • Content Update - More tutorials to teach players of new features


Core Game Loop

As much change has been made to TTC over the past months, here is a quick reminder of the core game loop, how the core game mechanics work with each other:

  1. Obtain goods by barter or loot
  2. Travel though wilderness (encounter events) to different settlement
  3. Obtain more goods by barter, rest and feed hunger
  4. Deposit excess goods into chest, converting to wealth 


Major Art Revamp - "Isometric Popup Book" Style Environment

A huge revamp of the environment art style has been made, from the old first-person ground level view into a more polished new isometric view, that much resembles a popup book which is the art style is aiming at.


New Feature - Barter Mood

NPCs now have different moods during barter. The moods are:

  • Calm - The neutral mood. Fair trades will succeed. Unfair trade offers can lead to other moods.
  • Impatient - Triggered by a somewhat unfair trade offer. The NPC will want the barter to be over soon, so may accept a less than ideal offer. Further dissatisfaction however can lead to the Irritated mood.
  • Irritated - Triggered by a very unfair offer or multiple failed offer attempts. The NPC is now in a bad mood and the barter may soon end badly. Only a generous offer can fix this mood.

Strategies do exist to exploit the NPC mood to your advantage and receive the most out of your barter (with risks involved), but that'll be for you (the player) to figure out!



New Feature - Daily Events

Just as reminder, TTC is a turn-based game using time as a resource for certain actions (e.g. resting in wilderness will take 1 hour). Days and Hours (Sun and Moon as AM and PM) are displayed in game at all times, and is important to keep track of to meet Wealth Milestones.

Daily Events is a new feature where on each new in-game day, an event may occur that could add effects to certain elements of the game. The daily events in game right now are:

  • Calm Day - no effect
  • Stormy Sky - more wreckage and terrain hazards, less hostiles and merchants on the road
  • Bountiful Harvest - foraging success increased, more wildlife hostiles
  • Heatwave - food value increased, less wildlife hostiles and foraging
  • Value Shift - "Needed supplies" change in value at some settlements



New Feature (minor) - Reputation-locked Goods

The reputation system was implemented in the previous version of TTC, however it hasn't yet served any purpose as the elements affected by the reputation system have yet to be implemented.


Now in v0.4.0, higher value items in different settlements have a reputation requirement that you must earn with that settlement before you can choose the item for barter. The higher the reputation, the more items unlocked for barter.

Successful barters will increase reputation, and failed barters will decrease reputation.


New Feature (minor) - Weapon Durability

Weapons now have durability on them. Each attack with a weapon will lower its durability by 1 point. If weapon durability reaches 0, the weapon breaks and the item will be no more.


This feature was added to encourage constant acquisition and switching of weapons, and to balance out the benefits weapon gave for their value.


New Feature (minor) - Clickable Wilderness Bushes 

As the player travels in the wilderness, they can come across bushes that are highlighted. Clicking on these bushes may grant them loot similar to what foraging can acquire.


This feature was added as a small incentive for players to keep an eye out in the wilderness for unexpected rewards rather than to fall into a systematic pattern of point and click when travelling.


Content Updates

New story content, objectives, and tutorials have added to v0.4.0. The estimated play-time of v0.4.0 is around 2 hours worth of content. The majority of content creation will be left to the Alpha phase of development.


Current Status

Ten Thousand Coins is now approaching the end of Pre-alpha development phase. The majority of planned features have been implemented and tested, art style has been finalised, with enough asset and content produced for a demo.

TTC will next move onto Alpha development phase. When this phase will begin is still currently under consideration, though do expect an update post regarding this in the coming month.

Until next time!

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