Devlog #11 The pockets have pockets again!


Hello there,

What have we been up to the last two weeks? Diving further into inventory systems. The goal is to have it fairly rock solid in design before moving on and we're certainly getting there.  Below you will find the list of new features, changes and bug fixes that occurred over the last two weeks, this is the general format I plan to use moving forward to provide info on the project. I will still chat a bit about plans and such, but the facts will always be included in the below format to be short and to the point.

As far as plans go, not a lot has changed with the goals. The upcoming first build release will come out when the inventory is generally complete.  I don't consider this the first playable build, just a build for those interested in seeing the current state of the game and how the mechanics work. These builds will release roughly per new mechanic addition, so like I said the first one will be inventory, the next one for example would be when mining is in and so on.  These will all continue and lead up to the first "Playable Build" which will be defined as game-play that allows for a complete loop from mining to combat where you can mine the materials, refine them into items, use those items in combat, rinse and repeat.

With all of this said, on the side of art, I am strictly working with placeholder art at the moment. I had acquired some low poly assets which I'm not sure I want to use if I'm being entirely honest. We have put together from said assets a character which will represent players from each faction for the time being and be capable of "representing" whether a player is wearing a certain piece of armor or not. That will come into play when we get to the equipment part of the inventory development. But as for world building and such, I'm just not entirely happy with the pack I've acquired and part of me is still holding out for a mysterious artist to come along and be interested in providing assets for the project.

Obviously nobody wants to work for free, but this game will be free at the end of the day so it's development is derived from passion for the goal and the development process in general rather than a financial incentive. That's not to say we're not open to allowing said artist to sell private copies of the assets they make for this game.  But ultimately we will rely on finding someone who simply wants to see this game come to life like we do. If you know someone with that kind of interest, send em our way.

Until then, I will likely eventually have to bite the bullet on placeholder assets, but I'm going to hold off a bit longer on that for now. So most of the development you will see will just be straight development shapes and interfaces.

Until next time.


Pre-Build Update

Features

  • Inventory 
    • https://kappa.lol/_13Tx3
      • Inventory UI now updates database when moving items
      • Database now saves inventory changes(Changes will load back in on character load)
      • Items can now be transferred between inventories
  • World Items(Items that exist in the game world physically - Will eventually be dropped/placed by players)
    • https://kappa.lol/cWUHNK
      • World Items are now spawned from database by the server
        • These are currently represented by cubes
      • World items are now visibly differentiated by a different color for each different item
  • Map Storage(Storage units in each map - Not yet physically represented)
    • https://kappa.lol/q0nNPy
      • Map Storage now exists
      • Items can be moved to map storage from inventory and in reverse
      • Database now saves map storage changes(Changes will load back in on character load)
  • Interface(Visuals for inventory/player stats/etc)
    • https://kappa.lol/u9XP6Y
      • Interface can now be toggled on and off with Esc key
      • Mouse is now toggled on and off with interface

Changes

  • None at this time

Bug Fixes

  • Fixed issue where item in hand image would flash on screen when player first loads in

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