Devlog 26: More Taverns, Insight Vision, and a World Alive with Sound!
Hello, dear people of Elondria!
Welcome to the October devlog for Tales of Elondria, a 2D single-player RPG. The game is still in version 0.2, and every day it’s becoming more like the game I want to play.
Finishing up Taverns (for real this time)
I had three main issues to address with tavern implementation:
- The Rest action.
- A bug that caused empty tavern shop inventories.
- Conversations with the tavern keeper, such as asking for quests, investing, or making a purchase.
I’m happy to say that I’ve wrapped them all up! 😊
Resting in a tavern now functions similarly to resting in the wild, except there’s no tent visible while resting indoors.
In terms of dialogues, players can now chat with the tavern keeper. The current options are:
- Ask for a quest.
- Inquire about purchasing or investing in the tavern.
- Ask for rumors.
Since the quest and property systems aren’t implemented yet, the tavern keeper might respond a bit like a reluctant teenager, giving limited or negative responses. But the foundation is there, and I’ll integrate it fully once those systems are added.
Animal Sounds
Animals were so quiet! I’ve now added sounds for animals, which play during key moments to make the world feel more alive. Hearing the deer and goats was a small but satisfying improvement that enhances the game’s immersion.
Insight Vision Updates
I also revisited Insight Vision, another partially implemented feature. For those who might not remember, Insight Vision allows players to hover over NPCs and, depending on their charisma stat, view extra information. This information includes strength comparison, habitat, pregnancy status for animals, and for humanoids, status (well-rested or exhausted), destination, and cargo status.
I’ve now completed the strength comparison, which displays descriptions like these based on the stats of both the player and the NPC:
- Strong but lacking intellect.
- Physically superior but equally matched in mind.
- Superior in muscle and mind.
- Intellectually sharp but lacking physical prowess.
- Not much of a fighter, yet equally clever.
- Lacking in both muscle and intellect.
- Physically equal but mentally sharper.
- Equally strong but not as clever.
- Evenly matched in muscle and mind.
- Their abilities seem… unpredictable.
Additionally, cargo status now displays the predominant items in caravans, giving players a quick sense of what’s being transported.
NPCs also begin with a well-rested buff that degrades as they travel, eventually turning into an exhausted debuff. This means players can try to seize the ideal moment before engaging in a confrontation.
Blood Drip Effects
Finally, I added a blood drip effect. Even though it’s a simple addition, it’s had a surprising impact on the atmosphere! Now, every creature in Elondria, when below 50% health, begins dripping blood. These blood stains stay on the ground for several days, or until it rains, which washes them away. This little feature makes the game feel much more intense and immersive.
New NPC - Villagers!
To make Elondria feel even more alive, I’ve added a new type of NPC: Elven villagers!
They travel between cities with lighter loot, bringing more life and activity to the world of Elondria.
Tales of Elondria
Shape your destiny in "Tales of Elondria", a single-player RPG.
Status | In development |
Author | invisdev |
Genre | Role Playing |
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