Howdy all! This marks the 10th and final devlog before 1.1.0’s big release! This one will cover the different types of crime and their respective punishments that will be featured in 1.1.0! I’ll also cover the development plans following 1.1.0, so keep reading!
As of 1.1.0, there will be a few basic criminal activities that you can commit. The more obvious ones include bursting those poor overinflated NPCs that you find around town! Despite what their whimpering might entail, the people of Greeha would prefer not to blow away in the wind as confetti.
The other activities include thievery. NPCs will have a new kind of interaction, pickpocketing! You can press “V” to rob NPCs of their belongings. This will net you things like gold & basic supplies on occasion. Rarely you’ll obtain unique items that you can sell for a high quantity of gold! Whoever said “crime never pays” was probably just a pretty terrible thief if you ask me.
Your chance of pickpocketing an NPC and getting away with it is relatively low all things considered, but it can be boosted by pickpocketing NPCs at night, or by doing it from out of their line of sight!
Greeha has also been overhauled with many new lootable objects, though if you’re caught stealing by a guard you’ll be in trouble! Normal NPCs won’t rat you out though, for now!
I plan on expanding the system in the future, including activities such as lockpicking & greater NPC reactions to things like witnessing crime or explosions. The mechanics for lockpicking are already done, but I am delaying it to a future update to give it more purpose.
In a soonish update I plan on overhauling NPC behavior in towns, giving them more life through things such as idle chatter & interactions between NPCs, and having them go home at night. If you want to break into their houses, consider taking up lockpicking!
Greeha’s jail beneath the mayor’s office has been overhauled and expanded! In particular our dear player (that’s you by the way!) will now be given a much larger cell… to make room for jail activities! After your own bounty accumulates too much from committing crimes, you’ll be sent to jail (extradited to Greeha’s prison if you commit crimes in the other towns). Once there, you can either wait out your sentence or try and break out.
Breaking out
Each time you’re sent to jail, you’ll have different methods of escape randomly selected for you. This can range from things like secret holes in the walls containing keys, or different guard patrol behaviors making different routes easier! Greeha’s guards are remarkably uncoordinated, so once you’ve escaped the building your bounty is reset. This should keep the system dynamic should you choose to escape. If you’re caught however… well adventurers ARE expendable…
Jail Events
When chosing to serve out your sentence, time will progress automatically. While advancing through time, there is a chance you will encounter a random event during your stay in jail! This is to give equal value to waiting out jail & breaking out, so that both have different content!
Bad Ends
You asked, and I listened! The crime system will feature many different bad ends depending on how you’re naughty! If your bounty rises too high before you’re caught, you’ll be executed instead! Been a bit too naughty? You’ll be blown up and popped by the guards! Been really naughty? Well, the fed up citizens of Greeha might just drag you around town to humiliate you before they cheer on your explosive finale!
There will be around 3-4 different types of execution/punishment bad ends planned for 1.1.0, but the quantity will likely increase with future updates. Eventually jail systems will become regional, with places such as Sharpclaw village getting their own jail as part of the goblin ruled region of the map!
Currently, I’m not a big fan of the plot that I had written out for the game, and the rigidity of its region system. Instead, as of 1.2.0 I will be reworking the main storyline entirely. I have written it out already, and am extremely happy with the results.
The new story will feature the same general characters, and a few new ones! Other settlements like Sharpclaw & Auris will no longer be tied into the story, and you will have free access to both. There are rumors of strange & extinct creatures returning to the forests surrounding Greeha… and you might just be unfortunate enough to run into one!
The new story will feature a lot more dungeons & fetishy content baked into it, which is currently a major weakness of the game. It is also a lot more character driven, meaning you will spend more time with the characters in between adventures!
The individual quests have less “busy work” and will generally have you running around less, spending more time on plot instead. They’re also quite a bit longer than the individual quests from the current build. The next update will feature eight of these quests, including multiple minibosses of a greater difficulty, and the first dungeon!
None of the game’s side quests will be affected, but the current region quests will be scrapped. They’ll also be referred to as “main quests” going forwards. I had originally planned for the game’s world to be split into different regions that you could tackle in any order, but I plan on having the story be more linear going forwards. There will still be general region areas though, albeit less biome specific. Future story arcs will take place in new lands! I hear there’s a revolution brewing in the deserts beyond the mountains, where the mages reign supreme…
Devlog #11 will likely go out sometime in June or July, and will show off stuff such as the new dungeons system & work on the future plot. Going forwards, devlogs will focus less on new mechanics and systems, and more just as updates of content I’m working on.
That’s it for now! Thank you so much for reading! I appreciate your support as always. If you want to support the game on Patreon, check out the link below! Your support allows me to worry less about bills, and spend more time working on the game!
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