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Dev Log 7.5.21.

Realized part of the early main quest chain was to get signed up for an apartment at the inn. The point of this was to create a sense of actually living in an augmented future sci fi fantasy world. However, the scope of this game, working on it myself, simply will not allow for me to add a day/night cycle. Therefore there is no real reason to have an apartment that the players pay for. The Inn still exists and it's not really an Inn, it just takes that aesthetic because the future augmented world is sort of a low key roleplay mixed in to real life. People go to Javelin Mountainside to feel like they are living in a different time zone, enhanced by the augmented reality system, while still living a normal futuristic life. So although it's called an "inn" it's actually an apartment complex. 


Without a time function in the game, which would take a solid effort to implement, I won't really be able to have players have to  worry about paying for the apartment every amount of days. Therefore, I will just remove that altogether. However, while writing this, I realized I could still keep the apartment accessible to the player as a place to fully heal both health and energy for free. Usually free healing spots do exist in rpgs so it still makes sense to have. However there was going to be a big debt system that played an important purpose in construing a certain fable for the futuristic world. However, the I under-calculated the amount of work that the game was going to take working on by myself and the game still has plenty of valuable information contained within it so I am not too worried about losing one or two of the points I was hoping to make. 



Tasks finished

> Make sure to change music from story event 5 to the Health Clinic.

> Come up with new name for clinic (came up with health clinic).

> Try making the money and debt trackers more glowy and neonish like the hoverboard, but do it in a way that doesn't make it seem like a button and or make the hoverboard look more like a button.

> Add shadow effects to most of the U.I. text to make it seem like they are actually popping out of the screen to some degree.

> Add a separate event roulette for entering and exiting buildings.

> Changed the time pressure on enemy ranks. Rank 1 enemies give the player ample time (4 seconds) to make decisions while rank 3 and 4 enemies expect players to know what they're doing, only giving them (2 seconds) to make a decision. Previously, it was all set to 3 seconds, which is what rank 2 enemies are set as.