Posted November 25, 2024 by Cat Lord Games
A full year since my first post - https://catlords.itch.io/wyndfinder/devlog/641988/november-23-update-finish-your-game-jam.
The game has come a long way since then, but there is a still a long way to go. For the Wyndfinder's second run through PIGSquad's annual Finish Your Game Jam, I wanted to tackle as many long-standing "must haves" as a I could during the two week stretch.
Let's get into it!
A full rebuild of the control system. While I had ambition of adding player customization to this sprint, I settled for building out a working that showed how the different contexts for control schemes are laid out. Once complete, clicking on the current control will allow the player to set a new value. But even without that feature done, the new control scheme in general is a big step forward for playability.
Cameras are now properly confined to the space they inhabit, and along with the new controls, the player can now view the map without having the illusion shattered by scrolling too far and seeing the void :)
I'd had a few working models of this over the years, and am really happy with how I've honed in on it this time around.
It just feels right, ya know?
The dialogue now flows in a readable (and reviewable) fashion, shows skill checks, updates to relationships with party members, and helps drive the narrative.
Previously, campsites and other dioramas (shops, smithy, taverns, and so on) had their own HUD. I've now centralized the experience, so that all of the features are present regardless of the context. Inventory, party management, spell book tinkering, are all now properly accessible. The dialogue system is also present in all contexts, and if there are any lingering dialogues waiting with your party members, the campsite now provides a perfect place to have those chats.