Hiya there, guys! Don't worry, I'm alive~ I realise I'm cutting it close with this dev log and had sort of deviated from the weekly schedule I had set out, but at the current time I feel spacing them out a little more will benefit the content and quality of each log, so that I don't feel like I have to create 'filler' logs to fit the rigorous schedule I had laid out for myself and be able to give you guys a better update of the situation around the game each time.
However--if you feel there's too long a gap between updates and maybe get anxious on being kept up to date on the status of things, feel free to let me know and I'll try to find a middleground--since honestly I get anxious myself when I don't update you guys in a timely manner, and it eats away at me day after day, haha. I know it sounds silly, but I really do fear I might be letting you guys down when I fall behind on things!
Anyways, panic and fear aside--let's get to the meat of the development log! I have a topic I want to talk to you guys about today, and that is: gold! Sweet, sweet gooooold~
I've made a few development log posts in the past discussing the currency system, how it affects gameplay within Chapter Two, and what I hope to gain from its inclusion, but I wanted to discuss it a little more in-depth today and ask you all which direction I should potentially take this system!
It initially existed as a way to give the game more of an adventurous, RPG-like feel, and to bring more weight to specific choices, giving you something of a goal to work towards in certain situations. (Be it working towards June's donation gold tiers or buy items that will aid you in your quests, all while ensuring you have enough to pay for the inn each night.) But the more I progress with this system, the more I've come to maybe realise a flaw--namely that it's too rigid in how it works right now. You get granted a large sum from the Queen, and then that quickly gets whittled away by inn upkeep and miscellaneous items you might need for quests. (Fishing rod, torches, etc.) This quickly outweighs the few chances you might have to actually gain gold yourself, via the few options available to you like rare instances where a character shares gold, or you're able to salvage and sell something you found. So in most cases the gold counter shoots down to zero before you ever know what hits you.
So, the way I viewed it, these were my options to balance the gold situation:
- Adjust the Queen's handouts, either increasing how much she gives you, or insuring she gives you extra spending money at certain story milestones to award you for your efforts. This is a feasible solution, but I'm not sure if we should rely entirely on Deidra's deep pockets! We wouldn't want Matt turning into a spoiled little brat now who gets everything handed to him, would we?
- Adjust how much things cost regarding inn upkeep, church donation tiers and so on. This is also a feasible solution, and something I'll probably be looking at down the line regardless of what I do, tweaking numbers as I gain feedback from people testing the builds and such. Since, gosh, Anna sure does bleed Matt dry! Living in the city is expensive, as he's come to learn firsthand!
- Adjust/add more events where Matt is granted gold. The issue with a game called 'Quest Failed' is that, well... Matt isn't ever going to complete a quest. Meaning even though nice, shiny gold numbers are dangled in front of him all the time, he's never going to increase his funds by taking on a quest. This is a certainty. At least officially on the books. HOWEVER, there will exist a number of events where people may give him some extra gold, be it in exchange for something or just because they're nice like that. These won't be overwhelmingly frequent, however, because it would defeat the point of a gold management system if it just rained gold all the time! Which leads me to my final idea--of which isn't implemented yet, but could become a thing depending on how it's received.
Essentially an idea I've been mulling over as a 'solution to the gold problem is to enable the option to use up a time slot in the day to work a part-time job.
These jobs would be very simple in execution: you simply click the option, watch a cute little animation of Matt working and doing his best, and then your gold count goes up! Opposed to how wordy some of the other scenarios are, this system would be fairly light on dialogue and not feel like a chore to slog through if you did want to get some spare spending money. It wouldn't be treated as something you had to do multiple times over just to survive, but rather something you can click once in a while to up your gold if you're dipping low. Meaning it's fairly painless for me to implement if people liked the idea and wouldn't be anything too expensive to get assets for.
The amount of jobs you could work at any time would be limited to the people you currently know. So as you meet new people and open new shops/places, new opportunities would open. For example some places Matt could work:
- Cleaning at Anna's inn
- Helping Claire to move stock in her shop
- Helping at the blacksmith
And potentially other stuff down the line--with payment directly relating to the character's current affection level with you. So if they like you lots, they pay you more! Simple enough.
This sort of turns into an almost sim-lite sort of VN--and would give you another way to use a time slot if none of the current girls were to your tastes, or were potentially locked behind paywalls.
These side jobs could also essentially illustrate the less glamorous side of being a failed adventurer, doing things that most self-respecting adventurers would never even have to consider, just to put bread on the table. It also ties back to Matt's past life before he started this whole journey, where he would survive by doing odd jobs for people just to keep a leaky roof over his head. As frail and docile as he looks, he isn't a stranger to rolling his sleeves up and getting to work!
Now, all of this isn't to say that gold isn't 100% essentially to completing the game. In fact, you might be surprised by several of the unique events that DO happen if you fail to pay your upkeep--so you'll want to see both sides of the coin regarding Matt's financial situation. Plus--if you so desire, you won't need to ever choose the jobs in any given playthrough. It'll just be there as yet another option!
Anyways, the part-time job system isn't set in stone! It's simple there as a potential solution to something I feared might be limiting to players when managing that shiny gold number. Let me know what you think of the proposed solution, and if you had your own ideas to how we could resolve this! I'd love to hear your thoughts~
Additionally, as a bonus, I've attached a screenshot teasing a scene from the impending alpha build. Things are tense--it seems someone has discovered the camp as Jilly and Tari huddle up behind Ruby in fear! Who could it be? Has someone from Rhan finally caught on to Matt's monster antics?! Ahhhhh! The suspense is killing me!
Also, the next dev log will be the big 1 0 0. No pressure on me or anything to make it something special, huh? Ahhhh! But I'll try my best to have something really awesome to share with you to celebrate the occasion. Maybe I'll hold a vote on what that should be, like unveiling one of the hidden characters officially, or teasing something else! The possibilities are endlesssss!
Thanks again for your continued support guys! Hopefully this was a fun read. I try to avoid too many 'technical' posts in a row since I'm unsure how fun they are for you guys to get a glimpse into my scrambled thinking process, lol--but if they interest you I'll be happy to do more down the line!
Until next time~
Porcupine
2019-08-22 08:17:26 +0000 UTCFrostworks
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2019-08-21 05:25:22 +0000 UTCAnthony Docimo
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2019-08-21 01:10:50 +0000 UTCMichael Vaccaro
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2019-08-20 23:56:50 +0000 UTCAnthony Docimo
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