Posted August 09, 2023 by Grey Alien Games
#Art #Art Preview #Regency Solitaire II #Dev Diary #Devlog #Code
It feels as though we've really got a lot of momentum going at the moment with our developement of Regency Solitaire II. We are at that satisfying stage where our plans come to fruition and various systems in the game are brought to life.
Shop screen
This is our shop screen in Regency Solitaire II. Bella gradually acquires more items either for her garden or her costume, with the items granting either active power ups or passive abilities.
Since our last update we have exported all shop screen items. In terms of placing them in the scene, we have noted centre coordinates for a 'purchased' particle effect, trimmed all items and noted the top left coordinates for drawing.
item purchased effect
In terms of the code base, which has been evolving through Shadowhand and Ancient Enemy since it was first developed for Regency Solitaire, Jake disabled a lot of the Ancient Enemy inventory system code. Then reenabled the original Regency Solitaire shop code, and copied missing bits in from the original source code. Then there was some code refactoring. Altogether, this was a big task.
Next, it was a case of making everything in the shop work:
The next task was to enable and scale up the purchased particle effect (and sound effect) and test it on all items. Jake needed to add two effects for some items that spanned the screen e.g. peonies and ballustrade.
He also made sure all shop items are stored in the save data and load in properly, and forced the player to get the first free item so that a tutorial for it works properly.
Finessing the design
We had a meeting to finalise the shop item introduction order/chapters. Some items were already mapped onto specific chapters (e.g. you find a hat at the milliners, we weren't going to alter that one.) But others had some flexibility as to when they were introduced, so we had a think about their relative power in-game, the game economy, player experience, etc.
Having then implemented this, we tested that all items unlock properly after each chapter.
Text
There is a bunch of informational and flavour text to go with each shop item. Helen wrote all the shop item text and we tested/edited it together.
In addition to the shop item text for each item, there is also a dialog at the end of each chapter when the player goes to the shop screen. This is an opportunity to make brief plot- or history-relevant comments about some of the items. The comments are made mainly by our garden designer, Maplethorpe Green, who is at the top of each dialog:
We realised that there were just a couple of items that were culinary and had nothing to do with the garden designer - so we made a special case dialog for these items in the same style, featuring the cook, instead.
Helen then wrote all the gardener/cook shop dialog text and we tested/edited it together.
Further functionality
What Jake did next:
Bella paper doll
Next was exporting all of Bella's wearable shop screen items:
For each one, Jake:
There are some special cases like hiding the grass in front of her legs when the Patio is purchased, and making sure various default items are replaced when shop items are bought. Also the left/right gloves needed to be drawn on separate layers so that the fans could be drawn in between. Then this all needed testing!
Jake then tested the whole thing in Debug mode to look for anomalies. Luckily there were none - but it's a good safety check.
In summary the shop screen was a lot of work. But is a key part of the game and good to have done. It looks great and we are excited for people to see it in action.
Marketing:
We also did a bunch of marketing stuff:
- We now have over 2700 wishlists. We think 3000 should be easy to hit by launch and maybe 4000 if our final marketing push goes well. We think this wishlists will convert quite well as that normally happens for our solitaire games due to our fans knowing what to expect.
Odds and Ends:
Whew! We'll have another update soon...