Working on some FUN new stuff. https://www.twitch.tv/natch_evil
DR4X art stream!
Working on some fun new stuff. https://www.twitch.tv/natch_evil
DR4X VN WHEN? DR4X Changelog #76 08/06/2023
Hey guys! Things have somewhat calmed down. But Bella still has some separation anxiety from being rehomed, so she doesn't really let me program sometimes. That, and I'm still trying to get used to my new exercise routine.
But I got the VN thing done!
I'll briefly mention the changes in the devlog I posted last week alongside the new stuff. And i'm limiting screenshots because its nearly 11 pm and I still need to take a shower and screenshots will take too much time.
It's late, and I'm tired, and I've been programming almost nonstop all weekend.
Gameplay and UI
-You know, achievements, they exist now (mentioned in last devlog)
-Optimized Achivement Code
-Tweaked various unconventional victory dialogues
-Added functionality for preventing continuing until dialogue finishes
-Added the one missing unconventional victory --It's neat --Shout out to Grimwit (My artist friend who doe sthe 2d art) for getting so much art done on such short notice! Heres some art.
-Added Visual novel system for certain sequences and put it 'through the ringer' functionality-wise with some new content --This also supports image effects and animations!
-Gained approximately 20 points of misery reworking and fixing various strange bugs with my dialogue system
-Reworded numerous bits of text and dialogue all over the game because my ability to write has improved, and the old dialogue was bugging me and super stilted sometimes
-DR4X basically has a mini visual novel in it now --It's also pretty reactive
-Updated Minigames DIalogue --I guess I also technically added a new one.
Bug Fixes
-Fixed that weird Hex unhighlight bug (mentioned in last devlog)
-Fixed issue where social media links showed up during climax of chapter 1.
-Put in a fix for a bug with my typing system
-Fixed numerous bugs with the dialogue system specifically
-Fixed bug with a secret dialogue chain
Balancing
Nothing really balance-wise (I have some stuff I do want to add this week though)
YouTube Spotlight!
None This Time
Bella Update
I'm adding a new section to my changelogs occasionally, the "Bella Update," after my wonderful new doggo. Because everyone likes doggo pics :D So, what's the update on Bella? She's doing well :) She has a favorite toy now!
Try to see if you can find the thing! Night!
Silent DR4X art steam!
Art strem https://www.twitch.tv/natch_evil
Progress Amidst Pups and Push-ups: DR4X Devlog 7/30/2023
Hey folks!
There won't be a standard changelog this week. The features I had planned for this cycle weren't finished due to a lack of art assets and a reduction in my usual working hours.
Firstly, I had a medical emergency over the last weekend. It turned out that I had a few different health issues, but nothing too serious - all are manageable with enough time, and I will be fine.
However, since I usually spend more time on my weekends developing the game than on weekdays (given my full-time job during weekdays), I was unable to put in the necessary work because of the medications I was on, the ER visit and so on. And I effectively I lost a week of game development time.
Secondly, I have a new member of the family, an adorable American Staffordshire Terrier named Bella. She was rehomed to me after being rescued from a bad situation by one of my sister's friends who herself than had to move to a place where dogs aren't allowed. Here is an image of Bella:
You can find out more about this breed here: https://www.britannica.com/animal/American-Staffordshire-terrier
In light of the medical emergency, I've started to focus more on maintaining my health. This includes incorporating a daily exercise routine of at least an hour. While this commitment has marginally cut into my game development time, I'm a firm believer in the significance of personal health.
After all. I need to be around to finish developing DR4X! Given that we aren't technologically advanced enough (yet) to upload my consciousness into the game!
Despite these elatively significant events, I did manage to accomplish a few things:
In the week before the ER visit I fully integrated steam achivements into the game, which is the most significant change that has happened lately. And that is all live,
I also fixed a bug that unmarked hexes when players attacked and moved their mouse off them which caused some incredible jankiness. This bug surfaced during optimizations, and I hope my fixes haven't negatively affected performance.
Furthermore, I've been working on adding an unconventional victory to the one mission that currently lacks one, which I believe will help to hook plkayers into my narrative a bit more. Here is a preview of that:
It resembles a mini visual novel and I think it is quite neat. Please feel free to share your thoughts and feedback. (If folks like it i might add more of these heh or even make a full on visual novel at some point)
Thank you for your understanding and continued support!
DR4X art steam!
Visual Novel Art Stream https://www.twitch.tv/natch_evil
DR4X art steam!
Achievement Art https://www.twitch.tv/natch_evil
The Lore Axe. DR4X Changelog #75 07/16/2023
Hello everyone! My birthday was on the 11th - it was a great day! Not only did I manage to celebrate well, but I also accomplished a lot in the past few weeks on the game. I'm not sure how or why my motivation came roaring back, but I'm happy it did!
This changelog is a bit intense,with a large amount of changes and it's not even everything I hoped to include this week.
DR4X was available at a 50% discount during the Steam Summer Sale for a few weeks. Unfortunately, it didn't help a smuch with visibility as I had anticipated from previous sales. Nevertheless, the journey continues. On a related note, if you could spare a moment to leave a review for DR4X on the store page, it would be immensely helpful in boosting the game's visibility. Your support means a lot!
Anyway, lets get to the changes...
Gameplay and UI
-Added new Wendigo Unit Portrait
-Added new Wendigo Lair Unit Portrait.
-Added new Hooligan Unit Portrait
-Added new Gambling Hall Unit Portrait
-You can now access the codex in-game, and i've added several new entries.
-Added new Codex entry about Campaign Missions
-Added new Codex entry about AP/MP
-Added a few other Codex Entries.
-A new codex entry has been added that focuses on movement and attacking. This was prompted by a recent let's play video I saw, in which the player struggled to move their units. This feedback led to significant improvements in the tutorialization of movement and attacking. I'll link to a reupload of the video in my YouTube section later. (The player deleted the video and remade it after I told em how tor move heh)
-The command info display code has been simplified. It used to be slow, particularly with recent additions, but has now been restructured to be event-driven. While this change may result in some weirdness, such as the "commands" button being displayed without any associated commands, the overall impact should be minimal and the process will generally be more efficient.
-The command menu now features a sleek fade-in animation for a smoother user experience. This is part of my ongoing efforts to streamline the user interface and make the game more intuitive.
-The Hooligan model has been improved.
-Updated miserable poppet plant description
-Updated the descriptions of several flags to have the proper combat icons (there are probably still quite a few without the proper icons i'm sure)
-SouthSea now has its own lore.
-Made popups emphasize that you have to right click to move by default (and they adapt if you have that setting to make left click the default enabled)
-Made it so the first time you deselect a unit it pops up a clarifying popup about moving and attacking.
-Finally, I've added achievement art for [NODEOSERROR]. --The ahcievements still cannot be unlocked but i'll hopefully get that in the next week or so.
The Tycoon Arc
I'm still in the process of developing new mechanics for businesses like Inns, with the goal of making an entire campaign mission about owning an Inn. I have big plans for chapter 2 of the campaign!
-I've added a new mechanic for techs/upgrades that increases the price each time they are researched. --They're color-coded for easy identification. --They go from Green 1.2x , to Yellow 1.3x , To Orange 1.4x, to Red 1.5x to Purple 2x
-I've introduced four new upgrades for Inns, which are integrated into the Tycoon system. While my ultimate goal is to add actual buildings as part of this system (for example, building a bathhouse adjacent to your Inn), currently these enhancements function as upgrades. I've tested this approach and it contributes positively to the gameplay.
-Initially, I had hoped to incorporate similar upgrades for other structures like gambling halls this week. However, given my birthday and so on, the schedule has been a bit hectic. Rest assured, i'm planning to maintain this momentum and introduce these features soon
-I also cleaned up the business management UI a tad.
Bug Fixes
-I've fixed a bug where the business detail screen wasn't displaying the correct gain or loss in satisfaction.
-Improved error messages for "limited" techs.
-The Codex buttons no longer overlap the logo.
-Fixed a bug with the command filtering dropdown.
Balancing
-Random fluctuations in customer satisfaction are now up to 10% (or 0.5 stars) per week.
-Made some ...INTERESTING changes to the Hunt Mission. To not only make it a tad easier but to make it far more INTERESTING.
-Added command that helps you maintain customer satisfaction at your inn once all your upgrades are in.
-Some tweaks to business customer gaining logic so that it is less "feast or famine" for higher rated businesses
-Rosebud Tavern can now defend itself on The Hunt rmission
-Added two hero units to "The Hunt" mission
YouTube Spotlight!
DR4X has been played by a person and they even found some spookies!