Category: Development Diary

  • Building a Village, 02/03/2019 – Shroomin’

    Hello Villagers!

    It’s that time again, y’all – that’s right, I’m talkin’ dev diary time.

    As the release date inches ever closer it’s becoming increasingly harder to write these. I’m working on so much right now that a true weekly recap would be… well, too long and too hard to write.

    So I’m changing things up a bit. Instead of writing about the top things I worked on I’m instead going to focus on one particularly feature for each post. Today? It’s Mushroom Gardening.

    A Fungi to Talk To

    Each hobby has a series of skills and upgrades that you gradually unlock over time. Mushroom gardening is no different.

    The first skill you unlock as a novice gardener is called Mush Mouth: this lets you chat with your fledgling mushrooms in order to make them grow faster.

    Upgrades are generally buildings or workshops that you can add to the village and homestead to make your life easier. The Spore Extractor is one such upgrade.

    This handy device converts mushrooms into spores that you can then grow in your own garden. It’s super useful for new species you forage out in the wild or for unique mutations that you want to cultivate

    Zen and the Art of Mushroom Maintenance

    One of my top design goals in general has been to remove annoyances and other things that waste your time. However, the more finished it gets the more I’ve come to appreciate the positive impact that maintenance has on a game.

    This is especially true of gardening. I don’t think gardeners necessarily love weeding, but they definitely appreciate the hard work and zen-like upkeep that comes with growing plants.

    Neglected mushroom plots can now become overtaken by weeds and must be cleared out before they can be used. The longer you wait to clear it out the more overgrown it becomes.

    Weeds won’t destroy a mushroom but they do prevent it from growing, so you’ll want to check in on your little buddies often. In general you’ll be encouraged to check in on your garden and perform upkeep as needed, but it shouldn’t ever feel like a burden. Hopefully.

    Can’t spell fungi without GUI

    Unfortunately for me designing and programming cool features is only half of my job. I also have to… you know… make a UI so players can actually use them.

    I’m not great at UI (clearly), but the above is a prototype of what I’m working on.

    When interacting with a mushroom plot you can pick the spores and soil (and see the effects) while also previewing any mutations or hybrids that might crop up. This is hopefully the only UI element related to gardening.

    What’s Next for Gardening?

    I’m definitely working on mutations next. This is a very important part of growing mushrooms but currently only exists in the background.

    Beyond that I need to work on fungi breeding, more mushroom species / effects, and whole bunch of new skills and upgrades for you to purchase.

  • Building a Village, 01/22/2019 – Welcome Back

    Picture unrelated. I just like it a lot.

    Hello Villagers!

    It’s been awhile since I’ve written a vanilla dev log! Since the start of December I’ve been hard at work on releasing demos (have you checked out the latest one yet?) and patch notes and Kickstarter updates and ahhhh!!!

    Phew. Ok. Well, most of that is over with and I’ve settled into a longer cycle of work. Let’s get back to dev logs!

    New Villagers!

    “New” is not quite the right word – most of these have existed in my brain, design docs, and Aseprite for awhile. But I’ve held them back from the game itself as I didn’t want to show you everyone quite yet.

    These sprites are still pretty WiP, so don’t judge too harshly!

    But it’s time for more villagers to get released. There are a lot of villagers, including many more to come, but here are a few more right now!

    • Jaclyn, daughter of the mayor and the town’s administrator. She’s rather tightly wound.
    • Morris, a kindly undead priest who tends to his flock and his mushroom garden in equal measures
    • Alistair, a phantom soldier that believes he’s a human
    • Birdie, a harpy carpenter (or “harpenter” if you will. and I will.)
    • Oponna, the fishy pirate that believes luck and chance rule all things. Daughter of Edmund and Contessa

    Glitch Blockers

    I still haven’t settled on the final ‘lore friendly’ name for these, but the world is now peppered with glitches and bugs that block your progress.

    Thankfully for you the Patchlings have coincidentally come out of hiding! These little sprites have the ability to heal the glitches and broken lands you come across in your journey.

    Finding Patchlings isn’t easy, but it’s said they are attracted to strong positive emotions – like as acts of kindness, feelings of accomplishment, and so forth.

    Treasure Hunting!

    Sure, you could donate some of this to the library. But you can also just sell it all and upgrade your basement!

    Each week I pick one of the five main hobbies to focus on. This week was treasure hunting.

    Perhaps the biggest change is the addition of artifacts. These special items come out of the ground as total mysteries and must be identified by someone in town. They are quite valuable on their own, but they also contains snippets of lore and hints of what you can find as you explore.

    Besides artifacts you can expect to find gemstones, ores, and even long-buried treasure chests. Most of this stuff can be sold for silver, though you never quite know what you’ll end up with. That’s why it’s so exciting!

    Comfy Cozy

    I’m always updating and iterating on interiors. I think I’ve mentioned in older dev logs, but this is the first time I’m actually happy with what I’ve done.

    The most impactful change is that rooms are now much smaller – by default, each interior fits the entire screen at once.

    This fits with my main goal of coziness, but frankly it’s also a lot easier to both design and play with. This does mean that a lot of houses now have upstairs and basements to compensate for the sudden change of space, but that’s fine with me and mirrors your own home.

    There’s a lot of work I’ve been putting off that I can finally work on. Something as trivial as “what size should most furniture be?” depended on how big the average room is, so it’ll be nice to get those off my to do list.

    Quick Fire Changes

    In the past month I’ve already completed about 300 tasks on the game which is… a lot. Trust me on that. Or don’t, it’s fine.

    Either way, dev logs are tough to put together the bigger they get, so instead of grabbing shots and writing words for more features I’m instead resorting to bullet points. Like so!

    • Caught critters, fish, and other items now have ranks. The ranks effect their price
    • Many more details about an item are now stored. You’ll now be able to brag about that 40 pound fish you caught and then display the proof in your home
    • The spawning of items (like treasure, items to forage) have been greatly improved
    • Items can be marked as junk and all junk can be sold in one click at the general store
    • Many sprites are seeing updates in the form of seasonal varieties
    • This includes villager sprites which are also being iterated on (some the first time in years!)
    • Rev speed and actions have been adjusted
    • Lots and lots of bugs squahsed
    • Lots and lots of small changes
  • Building a Village, 11/24/2018 – Clash of the Cods

    Hello Villagers!

    There’s no way to actually prove this, but I’m pretty sure more people have played fishing mini-games than have actually gone fishing.

    You can fish in Zelda, in Nier, in Red Dead Redemption 2, in Pokemon, in Deadly Premonition, in Torchlight, in Yakuza. You can hardly walk into a Gamestop without tripping over a pile of rods and tackle boxes.

    And of course fishing is especially prominent in life sim games like Animal Crossing, Harvest Moon, and Stardew Valley. Village Monsters is no different – fishing was one of the first hobbies I added to the game.

    There’s a lot to draw inspiration from, and if it seems the tone of this post is overly negative it isn’t because I don’t like fishing mini-games… it’s because of how intimidating they are! With so many different standards and expectations there are almost too many  options, and this left me feeling paralyzed when designing the system for my game.

    The good news is I’ve finally settled on a system, and I’m super excited to talk about it.

    But first let’s talk about how bad of a designer I am.

    Failed Prototypes

    I prototype every feature – often before I even analyze or document it – and fishing was no different. In a lot of ways prototypes are ‘meant’ to fail (seeing what doesn’t work is more valuable sometimes than seeing what does), but my fishing prototypes took the word ‘failure’ to a whole new level.

    My very first prototype was similar to what you find in Breath of Fire. You’d be presented with a side view of the body of water you’re fishing in and your goal was to guide your hook to a fish and reel it back to shore.

    1st Prototype, 2017

    It was… fine. It was certainly unique compared to my contemporaries, but the more I played with it the more I realized this wasn’t necessarily a good thing. It was equal parts clunky and  boring, and I scrapped it shortly before the Kickstarter.

    The prototypes that followed were all over the place. I experimented with “fish HP” and “rod HP”, I put in timed button challenges, I tried out things like line strength and fish stamina and generated all sorts of random numbers.

    Another fishing prototype

    I wanted to capture the full cycle of fishing – the relaxation of waiting, the excitement of hooking, the struggle of reeling in a big one – but nothing I tried was working. You might even say I was floundering… heh… heh… ugh.

    Then one day inspiration struck. Perhaps it was Poseidon himself that whispered in my ear, or perhaps it was that 4th Monster energy I just drank. Whatever the case was, the outline of fishing should look like revealed itself before me anchored by three words…

    Dash, Mash & Clash

    Fishing in Village Monsters can be broken up into three distinct phases which I lovingly call Dash, Mash, and Clash.

    After casting your line in a body of water the music dims and you can let your mind wander as the outside world fades into the periphery – that is, until a fish bites. That’s the Dash, referring to how you must quickly hook the fish before it gets away.

    After hooking the fish it’s time to Mash, which is exactly what it sounds like. Your job is to reel in the fish as fast as possible. There’s no subtlety required, so mash that reel button as hard as you can. A little fishing meter tracks your progress.

    Of course, most fish won’t be too pleased about the hook in their mouth and they’ll often try to fight back. This leads to our next stage, Clash, which finds you being challenged with a series of button prompts as the fish attempts to get away.

    If you miss a prompt then you’ll start losing the progress you made reeling the fish in. Miss too many and the slippery fish will make their escape..

    However! If you manage to get a “Perfect” during this stage then the fish’s defenses are shattered which makes it much easier to reel in. This gives the clash stage a high risk / high reward component and acts as a test of skill compared to the previous test of stamina.

    These two stages cycle back and forth until the fish is caught or gets away. How often they cycle and for how long depends on the fish. Easier or smaller fish need less reeling in while legendary fish require several clashes before they submit.

    And there you have it! Fishing is finalized in forthcoming folly, Fillage Fonsters.

    What’s Next?

    Finalizing any gameplay mechanic is sorta like writing the 1st draft of a story – it’s a great feeling of accomplishment, but there’s lot of editing and polish to do.

    Now that I have all these levers and nobs to play with it’s time to give each fish a “personality” – heavy fish that are hard to reel in, fish with extremely quick ‘hook windows’, and so on.

    There’s also an entire range of possibilities for upgrades: lures that attract fish faster or rods that make reeling in easier. Then I can start looping back into other parts of the game, like a potion that slows down the clash stage, or a mushroom that attracts rare fish when used as bait.

    You’ll be able to play with the new fishing system yourself once the latest Village Monsters demo hits later this month.

  • Building a Village, 11/05/2018 – Mushroom Gardener

    Hello Villagers!

    About a year ago I revealed what was then a new in-game hobby – Gardening. As I worked on the design I realized that while I knew what I didn’t want – I didn’t want it to be like Harvest Moon, and I didn’t want it to be just a mini-game –  I couldn’t  nail down what I did want.

    With no clear vision the work on Gardening unsurprisingly stalled. Later this year it fizzled out completely and I considered just cutting it altogether.

    Then one day I happened to be working on the village currency. I figured that monsters would be unlikely to use gold – that has way too much human baggage, right? – so I went with silver. Seems appropriately monster-y.

    It was then that it hit me. Monsters wouldn’t grow turnips or flowers as hobby. Ridiculous! They’d grow mushrooms!

    Secret of Mana even contains a whole village of ’em!

    In this week’s dev diary I’m going to talk about this newly overhauled hobby.

    Super Shroom

    So you want to a Mushroom Gardener, huh?

    Well first you’re going to need some spores. You could buy them, sure, but you can also forage mushrooms out in the wild and use them in your garden.

    Spores must be planted in a designated mushroom plot, but apart from picking a soil type it’s  pretty low maintenance. You won’t need to water them or pick any weeds.

    Instead of focusing on the more mundane aspects of growing I wanted to free up your time to instead work on the fun stuff – things like cultivating hybrids, discovering bizarre mutations, and cooking up all sorts of interesting effects.

    Effects

    You’ve already seen many examples of effects in the form of potions, but I’ve since overhauled the system so that any item has the ability to create some kind of effect. Mushrooms are now the primary way to access these effects.

    Having trouble catching a fast critter? Bait your traps with a Snowberry Shroom and you’ll chill (and slow) the critter that eats it. Use your mushrooms in Cooking to make a meal that restores energy, makes you move faster, and slows down time.

    (How can a mushroom slow down time? Ask you parents.)

    There’s a huge amount of effects to discover. Some are practical, others are just weird. Some break the game. They’ve been fun to program and test, so I really hope you can enjoy them!

    Breeding Hybrids

    I love the idea of making plant hybrids. It’s like playing mad scientist, only instead of frankenstein you can make a seedless watermelon that resists the cold.

    In the world of Village Monsters mushrooms as highly malleable. This means that a talented mushroom gardener can create brand new species with just a bit of effort. All you need are two fully grown mushrooms in the same plot as an empty tile. Then you just let nature take it’s course…………. if you know what I mean.

    Mushroom plots always come in sets. So long as there’s both fully grown mushrooms and free spots in the set then hybridization is possible

    The most practical benefit of growing hybrids is that the resulting new offspring can contain the attributes and effects of its parents. For example, a Spicy Shroom is a fast grower and it can pass down this benefit to its offspring.

    There’s also breeding for aesthetics, like rare colors or glows effects. You can grow some pretty funky mushrooms, but some will require generations of hybrids to unlock.

    Best of all you can usually process hybrids for their spores allowing you to plant your new strain indefinitely.

    Mutation

    There’s one other thing that can happen to your growing gardening – mutations.

    Mutations are similar to hybrids in that they create unique mushrooms, but mutations are more unique, more bizarre, and certainly more unpredictable. Mutations also don’t require a ‘parent’ mushroom and can occur to any mushroom that’s still growing.

    You can influence mutations by the type of soil you use and some unique upgrades. Like hybrids you can usually grab the spores from your newly birthed creation to permanently add it to your garden journal.

    I’m considering adding a touch of procedural generation to get some truly weird mushrooms that even I can’t predict, but that might have to wait for a future free update.

    That’s enough mushrooms for now. You’ll be able to play with them yourself when the next demo releases later this month.

  • Building a Village, 10/15/2018 – Home Improvement

    The power of ten thousand souls flows through me as I open GameMaker. A cursed scream escapes my throat as I watch my possessed fingers furiously writing lines of flawless (though haunted) code. A demonic entity bursts free from my chest in a ring of fire. His terrible visage turns toward me and whispers, “This walk cycle could use some work.”

    All this can only mean one thing: it’s the officially month of monsters.

    Happy October, y’all.

    (more…)

  • Building a Village, 08/25/2018 – Trash Hog

    Hello Villagers!

    The past couple weeks were so focused on the demo release that I went on a developer diary hiatus – but we’re back today, baby!

    (Also, why not check out the demo if you haven’t already?)

    You’ll notice a definite trend in what I’ve been working on this week: villager interactions. This’ll remain a major priority for probably the next month and includes things like player-involved conversations, quests, schedules, villagers interacting with the world alongside you, and more.

    Let’s dive in.

    (more…)

  • Building a Village, 07/20/2018 – Words Words Words

    Hello Villagers!

    New demo coming July 30th!

    I’ve got big news to share! The next demo of Village Monsters – code name Summer Sherbet – is coming out on July 30th. And for the first time since last year this demo will be made available to everybody!

    I’ve been working my butt off on this release since the end of spring, and it is by far the biggest and best demo yet. I hope you’ll all enjoy this little slice of village life at the end of July!

    Onto the dev log!

    Just Say the Word

    It’s one thing to write a bunch of words. It’s quite another to actually implement them in the game.

    The majority of the past two weeks has been spent adding dialogue to the game and making sure it looks and reads correctly. It’s quite a bit of busy work, but it’s also had benefits as it turns out some lines that seemed fine in my editor didn’t have the same impact when spoken by the villager.

    I’ve done as much editing as I have implementing, and I think that’s a good thing.

    Reading Rainbow

    Speaking of words: bookcases can now be interacted with! Have fun browsing hundreds of titles.

    Foraging

    Foraging has been in the game for a long while now – in fact, it was one of the very first features I created – but it’s always been a silly little placeholder system that wasn’t very interesting. Until now.

    Each season now brings its own thematically appropriate items to forage. Similarly, the items you can find in each part of the world are now different – you can find mushrooms in the forest, seashells on the beach, and vegetables at the farm.

    Foraged items are also far less predictable in where and how often they grow, so you’ll have to do some exploring if you want to make a hobby out of it.

    Camera Woes

    I really, really hate dealing with camera issues. You’re probably thinking, “It’s a 2D game – what camera?”, but when it comes to pixel art you need to make sure you can scale your display without any kind of distortion or weird looking pixels.

    This past week I ran into a doozy of a problem with scaling the UI, but there was a silver lining: the fix ended up solving a whole crop of other bugs. If you’ve experienced UI issues with past releases (such as the dialogue box disappearing, or the clock display getting cut off), then you’ll be happy to know these are now fixed.

    There’s also a very real chance I introduced a host of other camera bugs. I think I must have broken a cursed camera when I was a kid.

    Long Weekend

    Unlike past demos, Summer Sherbet is not unlimited. You have just three days to get to know the village and its surroundings, so make ’em count!

    There’s at least one more dev log coming next week followed by a weighty patch list just prior to release. I’m so pumped for people to play this demo, so I’m going to stop writing these words immediately and get back to work.