Devlogs
April 4G Part 2 - Update
Hello,
Thank you for your patience and your support.
Today, I have released an update which covered the following aspects:
- I conducted an inventory of all the equipment, allowing me to note which were used and which were not.
- I started using those that were not placed in the world.
- Additionally, I began changing the inventory items so that players receive not just gold, but also decent items as rewards for completing quests.
- I started working on editing the different dialogue options for secondary quests to ensure that players have various choices.
- Farmer quests, noble lady quests, and the pacifist or aggressive paths for the Goblin conglomerate should work as intended and not be reset by the save/load functionality.
- I edited the shops to reflect the new inventory that the keep should have and the dungeon goblin merchant.
- I have fixed an issue with the Meadow and Cave levels in the interlink areas between chapters 1 and 2, where gates would be reset.
- I managed to make it consistent when loading or continuing game. This final fix allows me to tell my story by being able to lock areas if a quest is not complete.
- This is essential for how I wanted the story to be told but had struggled to incorporate it into the save system. Now that it's fixed, I will continue to work on improving it.
Things that I wish to continue to tackle include:
- Adding more rewards to different quests.
- I will start adding medium health potions from level 3 dungeon onward, replacing small health potions. Incorporating some form of additional healing options such as fountains might be a good idea too. This suggestion came from feedback I received recently from a player.
Thank you for your patience and support. I shall continue to work on the game and make improvements.
Silviu
Game developer of Rise of the Village Hero
Founder of Ludus Pax Studios