• What is – and isn’t – a Were-Release?

    In a few days I’ll be releasing the next Were-Release for my project. This’ll only be my 2nd time doing so, and I think I had just one follower (myself) for the 1st release, so I wanted to take the time to explain about what you can – and can’t – expect out of this.

    In short, a Were-Release is a very early demo of Village Monsters that is released on a monthly basis (the day of the full moon – thus the name!)

    Each Were-Release serves as a snapshot of what the in-development game looks like at that particular point in time. Because it’s based on an arbitrary date, no extraneous work goes into these demos – you won’t find any misleading vertical slices, scripted demos, or any other type of smoke & mirrors.

    Instead, I take the latest stable build I tested and upload it to my site. This allows players who love to watch the evolution of a game’s development experience Village Monsters and provide feedback without a lot of wasted work on my side.

    It’s important to note that a Were-Release is not considered a ‘ship-able product’. You’ll never need to pay or sign up for anything to receive it, but it’s going to be rough, buggy, and things will frequently change from build to build.

    From a feature, visual, and overall ‘feel’ standpoint, each Were-Release version is indicative of the final game: everything you encounter or experience will in the final game in some form.

    However, please do not use these releases to gauge the quality of the final game. I frequently do a lot of experimentation, and certain elements may be bad or plain broken at times. This in no way reflects what you’ll see in the final release.

    I hope as many people as possible can play these early demos, as there’s something really special about seeing a game spring to life over time. However, I also completely understand that some people simply want to wait for a more stable, more polished game – if so, please consider waiting for a different type of release later this year!

    Above all, these releases are meant for feedback. All bugs, feature requests, complaints, and everything else will be read by me and added to the backlog for analysis. I’ll monitor comments and my email address for feedback. You can also catch me on Twitter at @WarpDogs

  • The Village of ???

    Did some “worldbuilding” last night, this time fleshing out the village of…uh, unnamed, I guess.

    This part has been without a doubt my favorite.

    Names in bold are mostly final, whereas the unnamed villagers get just a short blurb describing their general idea.

    There’s a lot of them – probably too many. They aren’t all major, and I could afford to make 2-3 cuts to bring it down if needed, but I’m pretty happy with how this looks currently and will be sticking with it for now.

  • Sprint 4 – Snowed In – Plan

    The wonderfully cozy house of Papyrus, from the equally wonderful Undertale

    SNOWED IN

    Week of February 5th, 2017

    WARP DOGS’ CORP LOGS

    • The state of our WARP CORP continues to hold steady at ~really god damned good~
    • The Extinction-Level-Event (ELE) is now ~46 weeks away. Remarkable!

    An errant Comcast payment aside, this was another good week. All my planning and saving is apparently paying off, which is good! Maybe I wasn’t so crazy after all.

    Maybe.

    The end of this week marks the ~1 month mark since I started this venture. At first time went by slowly, but now it’s barreling down the highway as things settle in. There’s a long way to go until I reach the end of wherever this thing is taking me, but it sure feels closer now than it ever has.

    SPRINT GOALS

    Last sprint may have been the first one where I actually laid out what I hoped to achieve and – by god! – I actually did it! Let’s see if I can continue building on that success, however brief.

    A new were-release is out this Friday, and for me that’s going to serve as a great motivator for focusing on tangible content. Last week was great, but it was very technical and very refactor-heavy – it’s fun to work on behind-the-scenes stuff, but it’s only fun for me, not for players.

    Here are some goals that I think are achievable and provide some good bang vs. buck for the upcoming release…

    • Focus on UI elements, especially related to calendars and menus
    • Create little ‘proof of concepts’ of seasonal changes
    • Add the 1st draft run of Overflow, a central location that will be visited throughout the game

    Look forward to a new version to play with by Friday. Who knows – I might deliver you an actual game! Wow!

  • Sprint 3 – The Emerald City – Retrospective

    THE EMERALD CITY

    Week of January 29th, 2017

    OVERVIEW

    This week had some of the highest highs as well as some of the lowest lows.

    On Tuesday I had perhaps my most productive day so far on the technical front, and on Friday I finally reached the summit of Mt. Dialog and implemented that system I had put off for so long.

    But I also spun my wheels a lot. Some days I’d look up and realized that hours had passed without much to show for it.

    This coming sprint ends on a full moon – and with that, a new release. I’m hoping that such a big occasion helps clarify my focus and productivity…if only to avoid being embarrassed by what I eventually put out there for folks to try

    HIGHLIGHTS

    • Solved a nasty FPS drop that was being caused by Vsync. Weird, right?
    • Accomplished a huge goal by designing and finishing a new dialog system
    • Experimented with some ideas related to diversions (like claw machines)
    • Implemented some feedback to reduce clock size, fixed up dog animations, and more
    • Bought a harmonica! More on that later…
    • Fixed our vacuum by splicing together a new plug – hey, it counts!!
    • Started adding layers of ‘flavor’ in the form of random birds that fly by
    • A lot of major and much-needed refactoring & improvements to the inventory, clock, and popup notice systems
    • Created a proof a concept for world map viewing, panning, and zooming

    LOWLIGHTS

    • More than a few wasted days
    • Refactoring is pleasing from a problem solving standpoint, but I’m not exactly moving ‘forward’ when I do it. I should try to minimize the amount of rework to systems I’m doing

    SHOW & TELL

  • Feature Friday: An early look at dialog

    Welcome to another edition of Feature Friday! Yet again we’re taking a deep dive into one of the many features and systems you can find in Village Monsters

    Today, I’m going to talk about  how conversing and dialog will work. Let’s take a look.

     

    You’re going to be doing a lot of talking in Village Monsters. There will be villagers to build relationships with, merchants to barter with, and lore to be learned around every corner.

    The actual text itself is of course important, but even more so than that is the delivery. How text and dialog is presented to the player is of utmost importance to how the world is shaped in their head.

    In this post I’m going to focus on two specific strategies for communicating dialog with the player: The use of portraits, and the use of narrator text intermixed with dialog.

    Robust Portraits

    I probably don’t need to tell you that my professional background isn’t in art. It’s, uh…it’s rather self-evident, right?

    sorry

    While I may be unable to animate an entire sets of sprite to communicate what’s going on in a scene, I should have enough talent to handle portraits. As such, this is going to be a major focus of my time and effort when it comes to producing art for this game.

    By way of example, I want to talk about the wonderful Undertale. Like me, Toby Fox isn’t exactly an artist,

    sorry, toby

    but he uses an impeccable style and design to bring his characters to life. One of the many ways he accomplishes this is via his liberal use of character portraits.

    Take a look of this list of Undyne expressions next to “artist interpretations”, by Tumblr user g0966

    It doesn’t take much to communicate a wide range of emotions and personality of a character when making a portrait. There’s nothing in the way of animation here; it’s just purely good design. It’s a wonderful bang-for-your-buck approach that non-artists like me can use to make the most of our time.

    It’s too early to share something of my own that’s the same level of quality, but here’s one little guy I’ve been working on – codenamed Signey

    More on this guy later on in this post.

    Narrator Text

    Next up, I wanted to explain the usage of what I’m calling narrator text. Let’s use another example, this time with Obsidian’s excellent CRPG, Pillars of Eternity.

    You can tell Obsidian was trying to make the most of their money and work within their own limitations. Like the Infinity Engine games before it, one of Pillars biggest limitations is its small animation set – you have your walking, fighting, and magic casting, but not much else.

    Nearly every non-combat encounter with an NPC is them standing in an idle animation – no gestures, moving faces, or other animations are there to give them life.

    Their solution to this was brilliant: they use narrator text intermixed with dialog to help paint the scene.

    I think this is a genius. Without animating a single frame you can picture Maerwald as a frail and terrified old man who is likely losing his mind.

    Pillars is a big, epic, D&D-style RPG, and its narrator text reflects this, going so far as being on the same caliber in style and volume to a fantasy novel

    Frankly, Village Monsters is simply not that, so there will be some key differences. Notably, sentences will be shorter and much less descriptive overall.

    Here’s an example of what it looks like in my game:

    The above GIF actually shows what it looks like to combine both a portrait and narrator text to communicate with the player.

    I have a lot of plans for narrator text in this game. For one, the narrator won’t be some detached voice – it’ll be its own personality and have its own opinions on what’s going on.

    Bastion had a narrator that was dripping with personality

    I’m also going to use it communicate other things beyond dialog to the player. For example, in most RPGs when a character is “done” talking they’ll just loop what they said last.

    In Village Monsters, I can instead let the narrator do the talking. Instead of repeating themselves, I can instead use narrator text to tell the player something like, “I don’t think this character has anything more to say”, or “The villager looks at you kindly before returning to work”. Same effect, but in a way that’s a bit more effective than repeating text.

    Summarized in a different way, narrator text will be yet another method to inject some flavor into what is hopefully a delicious meal.

    Talking Back

    One area I’m not quite ready to talk about is the ability to talk back to villagers. Instead, I’ll talk a little about my philosophy.

    Most important to me: your character won’t ever have any lines of its own.

    This is a very deliberate choice for the style of game I’m going for. Consider the below two possible ways for a character to accept a quest:

    • With a Voice: “Sure, I’d be happy to help look for your cat, Mrs. Seymour”
    • Without a Voice: You agree to help find the cat.

    The 2nd option is without a doubt drier than the 1st, but this is intentional. I want you, the player, to project your own vision onto the character. Would your version of the character say “happy to help”? Would they be so formal in addressing a person by their last name? Maybe, maybe not, but I want it to be up to you.

    Nintendo is infamous for using this ‘excuse’ for explaining why Link doesn’t talk in any of the Legend of Zelda games, but I think it’s a smart and ultimately correct strategy. You are the player – this should be true in all aspects, even speech.

    Despite this, there will be plenty of ways to ‘talk’ without just saying yes or no. More to come on that, and much more, in the coming weeks.

  • Sprint 3 – The Emerald City – Plan

    THE EMERALD CITY

    Week of January 29th, 2017

    WARP DOGS’ CORP LOGS

    • The state of our WARP CORP continues to hold steady at ~insanely heckin’ good~
    • The Extinction-Level-Event (ELE) is now ~45 weeks away. Remarkable!

    As my team of highly-respected accountants points out, this was the first week in the WARP CORP’s history that we had to start drawing from the reserves. It seems likely that from here out the money is only going to dwindle down, but we’re still in great shape.

    The past two weeks have been wonderful and productive, but it’s time to get real here: There’s no way I can be successful just being merely “productive”. I need to switch from “good” to “great”, whether that’s in quality, output, analysis, and just a general overall ability to move tasks to the Done column.

    I think I can do it. I don’t feel mentally taxed yet – if anything, it’s the opposite – so I still have plenty of brainpower I can consign over to the WARP CORP. My team of highly-respected accountants nod hungrily at this assertion, their blank expressions briefly betraying their attempts at humanity.

    SPRINT GOALS

    I keep trying to alter what I say in this section because it seems almost inevitable that whatever I say here won’t actually happen. I don’t know.

    The next were-release – code named “Snow” – is set to release next week. This gives me added incentive to focus on things that are actually tangible so that players can begin testing them and trying them out.

    There are a few longstanding issues that I think I’ll finally be able to address this week. Here are the top 3:

    • Address player movement and make it better than it currently is
    • Make the inventory feel far less ‘placeholder’
    • Actually finish the dialog system so it’s not so god damned weird

    After those 3 big ticket items I think I can get started on more activities. I want to especially think about fishing, gathering, and maybe even the historical society system. It’s also important for me to begin constructing the actual town and start thinking about its personality and feel.

    Finally, now that my day/night system is up and running I can start iterating over it and hooking up other systems to obey it. As always, there’s lots to do!

    It’s going to be exciting. Please be excited.

  • Sprint 2 – Onward, to Glory! – Retrospective

    ONWARD, TO GLORY!

    Week of January 22nd, 2017

    OVERVIEW

    Another week in the books, and another good one at that.

    This week was that of systems. The biggest – by far – was the enabling of the day/night cycle and related systems surrounding it. Slowly but surely this virtual world is waking up and becoming real. Soon it will grow far beyond my control, and I am very much looking forward to that!

    The only thing I’m bummed about is this feeling of leaving money on the table – not actual money, of course, but rather the feeling that my time could have been spent better. I have a feeling that’s going to be a common thought as I grind through this new life of mine. I could always be doing more, always be doing better.

    Well, I can at least always try.

    HIGHLIGHTS

    • It cannot be understated how important getting a day/night system up and running was. I am so excited for what’s to come
    • I finished my first lore piece that details the history of a fictional (?) game company creating a fictional (?) game. Expect many more of these as development continues, though their content and style will vary wildly
    • I settled on a new possible game title through sheer coincidence. By simply reversing the original “Monster Village” I have stumbled upon the much better – and likely final – Village Monsters
    • I have begun – in earnest – to work through HeartBeast’s wonderful tutorials
    • Several new villagers have been thought out, written down, and constructed
    • The player has been shaven and then, paradoxially, received a stubbled beard in its place

    LOWLIGHTS

    • I’m a 29 year old man and my days are still being derailed by naps that destroy me. I need to stop!
    • I had a tough day on Friday and it impacted me more than it should have

    SHOW & TELL