Crystal Road - Change Log v0.0.8
Added 2021-04-14 23:01:59 +0000 UTCThis month's build is coming a little early since we're trying to move at a faster pace. We got some personal stuff to take care of near the end of the month so we needed to speed up development a little!
New Content
- Implemented Crystal Currency: The small icon on the bottom left was intended to work as a sort of mana or extra currency for the player.
- Players now start with 100 Crystal Charge at the beginning of the game.
- The player’s Crystal itself has levels from 1-5 and is ranked up through story events.
- We plan for this currency to be obtainable through NSFW events later on.
- Implemented Crystal Shard Collectables: Small crystal shards have a 10% chance of appearing in locations throughout the game. These shards can be picked up and give you 1 crystal charge. The amount given will be balanced later and we may implement larger rare shards.
- Implemented Breakable Crystal Barriers: Barriers will have tiers and a cost associated with them. Their main purpose is to prevent access to areas related to story content, and to hide secrets.
- Barriers only need to be broken once and will never respawn.
- Implemented 4 New Prototype Maps: Player’s can now access the following areas by progressing through quests. All of these maps include new props such as Crystals, Birch Trees and plants.
- West Mountain Pass
- Abandoned Field
- North Woods
- Crystal Road - Entrance
- Overworld Item Drop Mechanic Implemented: Some objects such as trees now drop items directly into the overworld instead of the player’s inventory. May change crops to work with this later.
- Implemented Axe Tool and Tree Chopping Mechanics
- Trees can now be chopped using the Makeshift axe that is obtained from Rua.
- Chopping trees will cause them to drop wood and acorns. Wood will later be used as a building/crafting material.
- Chopped trees grow back by changing maps but will later be scripted to require replanting and regrowing.
- Implemented Rua’s Dialogue Sprite (Including Animations)
- Implemented Rua’s Overworld Sprite (Including Animations)
- Added Quest 004 + New Cutscene
- Quest 004 - The Shifting Fog: Hazel informs the player that the fog to the West has lifted and they are tasked with exploring. They soon meet Rua who is introduced for the first time.
- New Rua Cutscene: A tree topples and almost crushes the player, Rua saves them by pushing them out of the way, but ending up in a compromising position.
- The new cutscene has a NSFW secret spot that can be uncovered! Keep an eye out for the sparkle indicator.
- Added Quest 005: Rua meets Hazel and the player is tasked with investigating the entrance to the Crystal Road. Upon completion, Rua will head to the town.
- Added Quest 006: Rua joins the town and tells the story of a catastrophe that occurred at the Crystal Road.
- Added Quest 007: Rua starts repairs on Kaneko’s Inn and the player is tasked with gathering wood for her. Players are given their first Makeshift Axe.
- Debug Console Can Now Grant the Player Crystal Currency
Polish
- Door Interaction Bubbles now only appear when facing the door.
- General UI Tweaks and Text Corrections
- Changing Maps Now Shows the Map’s Name: This is displayed at the top of the screen so that players know where they are. Fades away after a few seconds.
Bug Fixes
- Added Kaneko’s Ears to her back-facing overworld sprite: She couldn’t hear anything.
- Added Equip Slots to Overworld Sprites for Animal Ears and Tails: This was done so that the player can wear them later on.
- Fixed Player Spawn Point Bug: Changing maps was sometimes positioning the player in the wrong place if the map didn’t have a default spawn point.
- Removed UI Color Change Option from Menu: This is temporary and it was removed because it was causing the UI to get stuck on screen.
- Updated Quest Backend to Support Multiple Talk or Location Objectives within the same Quest.
Known Issues
- Talking to NPCs about Quests is sometimes causing a backend error when there is no quest available.
- Selling quest items still allows the quest to be completed, without actually having the item in your inventory.
- Axe does not work on Birch Trees Yet
- Some trees fall the wrong way when chopped: These are flipped on the X axis for visual interest and the script needs to be updated to invert the animation as well.
- WalkBehind Transparency Doesn’t Work on Trees Anymore: Unity has a weird animation system where if the alpha of an object is animated, it can’t be changed via script without disabling the animator. If we disable the animator, the tree doesn’t move or fall. If we don’t disable the alpha, then it never disappears when it hits the ground after being chopped. This is going to need some extensive thought and possibly a messy work around unless unity changes their mecanim system.
- Chopping SFX is not Synced with Animations
As usual, the build will be up shortly!