Crystal Road v0.0.5 Change Log!
Added 2021-01-15 15:37:38 +0000 UTCNew build incoming! We wanted to squeeze in some more Hazel content but decided that it's better to include her in the upcoming Shop Update instead of rushing her into this one. Here's what's new.
New Content
- Implemented Skill Tree System & UI: The new menu can be accessed by pressing “K” or opening the start menu and clicking skills.
- Currently has 2 trees available. The others will be added when we implement the mechanics that pertain to them, which are love, fishing and mining respectively.
- Exact required EXP for leveling can be seen by mousing over the EXP bar for each tree.
- Implemented EXP System:
- EXP Indicator Added: A small text object will popup over the player's head displaying the type and amount of exp they gained.
- Level Up Indicator Added: Crossing a level threshold will trigger a UI element displaying the skill that has been leveled up.
- Skill categories are currently capped at level 3: Cap will be extended as we continue development.
- Foraging Tree currently has a hyper-fast EXP curve for testing purposes: You’ll be leveling up extremely fast by picking mushrooms until we adjust it in a future patch.
- Implemented Item Quality System: Some items now have a quality rating. Things such as mushrooms, crops and fish will be affected by this.
- Rating ranges from 1-3 stars with a special hidden 4th quality rating that will be implemented later on.
- Item rating will affect things such as how much an item sells for.
- Some player skills will apply a modifier to some quality ratings. The “Green Thumb” skill for example makes it so that the quality is always 10 points higher when the system generates it.
- The quality generation formula behind the scenes is an RNG roll plus modifiers. (Base RNG Roll + Player Skill Bonuses) This rolled value is then converted into 1, 2 or 3 stars. Anything under 50 is 1 star, 51-80 is 2 stars and 80-100 is 3. The 4th rating will come into play later on when we script rolls that can land over 100.
- Inventory slots now display the quality of an item.
- Turning in items to NPCs will prioritize the lowest quality first. (Kaneko's pepper quest for example.)
- Replaced Intro Vine Scene: New scene has better story narrative. This serves to transition the player into the game world and meet Kaneko. (As well as set up some story points that we’ll need later.)
- Added Player Animations to Tool Usage: Watering and Tilling soil now have their own animations to go along with it.
- Added Particle Effects to Various Player Actions: Tilling, Watering, and Eating all have particles now.
- Hazel’s Overworld and Dialogue Sprite Implemented: Her first in-game appearance isn’t ready yet but she can be found on the map near the small pond. At the moment, she only tells the player that she’s not ready.
Polish
- Added Overworld Player Hair Animation: Long Straight Style now Animated
- UI Improvements
- Settings can now be opened with “F2”
- Players can cycle between open menus using their respective keys. “I, K, F2”. etc
- Added Animations to Kaneko Overworld Sprite
- Now has Idle and Walking animations for all directions. (Including tails and hair. Walking may not be visible in game until we actually make a script for her AI.)
- Stamina No Longer Drains by Idling: The natural stamina drain was putting too much pressure on players. Players will now lose stamina only when performing actions such as tilling or watering crops.
Bug Fixes
- Fixed Data Retention Bug: Quitting to the main menu now resets the player's appearance and inventory to avoid issues when loading back into a save. Attempting to start a new game will also ask for confirmation before deleting existing data.
- Fixed Player Face Disappearing UI Bug: Opening the inventory at the exact moment when the player blinked was causing the sprite to show up without eyes. This was due to time being paused and the animation for blinking not being set to disregard the time scale.
- Fixed Crop Life Cycle Bug: Crops were not regrowing after being harvested once, despite the mechanic being intended. Hot peppers for example have a second growth cycle after the first harvest.
- Fixed Crop Second Harvest Bug: Items were not being given to the player when harvesting a crop past its first life cycle.
Known Issues
- Items are sometimes picked up without a quality assigned: Trying to track down this bug and it’ll most likely be solved by the next patch.
- Animation for Watering while Facing up Clips the Player’s leg a little bit: We’re probably going to shift around which hand is holding the watering can or adjust the layers on the player sprite. The upwards-facing animations have given us trouble so we’re trying to think it through when making any changes to them.
The build will be dropping soon!
-Vanis & Doku