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Devlogs

v0.1.6

OSIR (prototype/engine dev)
A browser game made in HTML5

This update is focused on cleaning up and polishing off the content-side of the 0.1.x branch. The main change has been creating a proper introduction phase, with elements phasing in slowly, one-by-one, over time to create a smoother "entrance" to gameplay. Various UI tweaks were added, like icons for resources, proper links instead of windows buttons, adding more help and feedback messages. 

New features or tweaks won't appear or take effect unless you hard reset (settings menu) but old save games *should* continue to work... but can't make any promises. 

Next update (0.1.7~) will focus on code clean up, making save games forward-compatible, and wrap up the 0.1.x~ branch before I start on 0.2.x~ which will have major content additions.

What's New

  • Added an "intro sequence" where the elements of the game fade in over time until you've opened the full UI
  • Overall progression padded out a bit more, to be smoother. Things still progress a bit too quickly once you discover dungeons, though
  • Dialogue popups now only will display 1 msg at a time (less annoying and disruptive to gameplay)
  • Dialogue box won't repeat the same msg in a row (i.e. if you keep getting a msg when you can't do something, but keep clicking on it)
  • Custom cursor added - classic Final Fantasy style hand icon!
  • Custom fonts added - selectable from Settings menu
  • Icons added for all resources (wood, ore, etc)
  • "You" renamed to "Player" so that "You gets better at.." messages changed to more the grammatically correct "Player gets better at", etc. Future updates will likely enable you to name your main character.
  • (Most) buttons changed into formatted links that fit with the visual style better
  • Small temporary code fix to prevent the game from saving right after a hardreset (which would generally cause the new game to be bugged out ). Next update (0.1.7~) will fix Hard Reset properly, to reset cleanly and not require manually reloading the page
  • Strangers now need to be "restored" at a cost of 100 wheat (imagine it as "food") before they can be used as workers (making stored wheat have an actual use in early game)
  • Wood is no longer automatically discovered - the Woods has to be surveyed first before you can start chopping wood, costs 450 wheat, providing more use for early game wheat.
  • Silo upgrade moved back, unlocks after exploring a certain % of the Fields
  • Smelting upgrade - required before you can craft ingots
  • Various other UI tweaks

Bug Fixes

  • Fixed: XP requirements for untrained skills is always 100XP, but changes once you hit "trained" (i.e. Lv. 1), to an initial cost which is often 100XP also but for some skills begins higher.
  • Fixed: XP requirements for trained Skills levels now scales based on skills' "XPcurve" property, instead of erroneously defaulting to 100xp per level, regardless of level/xp curve.
  • Fixed: battle freezing if you equipped a weapon, then unequipped it, then entered combat
  • Fixed: numerous currency conversion bugs, mainly with "downwards" exchanges
  • Fixed: numerous bugs with "depositResource" code
  • Maybe fixed - battle freezing after an adventurer's turn in seemingly random cases (bug seemed to randomly go away on its own)
  • Maybe fixed - couldn't hire adventurers in some seemingly random cases (bug seemed to randomly go away on its own)

Aside from bug fixes and testing of this version update, there will be one more update for code cleanup. Mainly it will focus on fixing hard resets so that you don't have to manually reload the page, and also set out some groundwork for prestige/new game+ mechanics in future. Secondly, it will focus on backward compatibility, so that new versions can "load" older version save games.

That will hopefully be the last version increment before moving on to v0.2,x~ titled the "Craftsman" update, that will focus on the incremental side, making workers more interesting, smoothing out crafting UI and progression (so items must be discovered instead of starting with everything craftable), and adding more farm/town-building elements. Maybe even a bit of story!

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