The Forgotten Expedition – Dev Diary #6 – Villages!

Welcome back to another Dev Diary!

After a 2 week break, it was good to get back to the game and continue working on it at a more regular rate.

This update has been one of my favourite to work on as it’s laid the final piece of groundwork before I can add NPCs and everything that come with them.

I said last week that I was going to be focusing on adding more content and I think I more than delivered on that front.

Also, if you haven’t already, make sure to join our Discord and Reddit as this is where I am most active!

New Features:

  • Added procedurally generated villages that can vary in size, culture and name.
  • Added over 50 different village related tiles and furniture
  • Added period accurate coins and ingots, added these to the spawn and loot lists.
  • Added 5 different types of chests.
  • Added a new open item menu.
  • Added 12 new armour sprites.
  • Added 9 new weapon tiles.
  • Added 15 pieces of furniture to the proc gen.
  • Added 3 new environment tile.

Changes:

  • Added arrow indicators to character creator.
  • Made items stackable in inventory, open item menu and pick up menu.
  • Can now pick up and drop different quantities of items.
  • Added mouse functionality to chest opening menu.
  • Added mouse functionality to quantity selection menu.
  • Updated help screen.
  • Changed chest spawn rate.
  • Updated chest loot table to include more items.
  • Add item value, AV rating and DMG rating to the inventory screen, pick up menu and chest open menu
  • Bosses now always drop 1 piece of legendary armour.
  • There is always 1 legendary chest in each boss arena.
  • Can now examine all new furniture.
  • Can now click to go up or down stairs.
  • Added mouse functionality to item pick up menu.
  • Modfied the furniture tiles.
  • Changed the up and down stairs tiles.
  • Changed the temple floor and wall tiles.
  • Completely redesigned the temple proc gen to feel more authentic.
  • Redesigned the temple entrance to feel more authentic.
  • Updated the overworld map to include more villages.
  • Changed temple floor tiles to have more variety.
  • Redesigned the cemetary screen to better fit design of other menus and added mouse functionality to it.

Bug Fixes:

  • Fixed item weight in inventory not showing collective weight when having mulitples of same item.
  • Fixed mouse functionality in chest open menu.
  • Fixed bug with cave chests.
  • Fixed furniture spawning in single tile corridors.
  • Fixed bug with the GUI that occured when entering a village.

The most exciting addition, well for me at least, is the inclusion of villages. I’ve been slowly working my way up to the adding of NPCs and everything that comes with them (storyline, dialogue, quests, trading, companions etc) and having a place for them to actually be at was the final hurdle before I can start working on this.

Native village (WIP)

As the map is persistent, I contemplated between having all the villages proc gen or have them persistent. I decided to go for a hybrid and have the majority of villages procedurally generated with a few key ones that will be hand crafted and persistent across all saves. The handcrafted ones have not been added yet and will be added most likely when I work on settlements (essentially much larger villages although all settlements will be hand crafted).

Each village has a potential of 3 different cultures and 3 different sizes. These being fully native, a Spanish/native hybrid and fully Spanish.

Spanish village (WIP)

They can then all vary in size between small, medium and large.

Each different type of culture then also has its own sets of furniture, buildings and other cool features that you will be able to discover in game!

That’s all for now! Focus for the next week will be the implementing of NPCs and some of the systems around them. I’m hoping this will be done by next week but you never know when developing a game what random curveballs come at ya!

As always, thank you for reading and make sure you are following us on all the socials for more updates!

Thanks,

Stanners

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