Tiny update :"^) [UPDATE] v0.0.05
Totem Season [indev] » Devlog
UI:
- I rewrote our UI library from scratch, which means we threw away all the previous stuff.
- Notify messages now can appear on the top right of the screen.
- New research menu.
- Build menu rework.
- Inventories rework.
- Item description popup rework.
- New destroying visuals.
Overall good:
- All of the in-game menus now are floating windows, which you can drag across the screen.
- All the widgets now are more responsive, snappier and faster to develop.
Overall bad:
- Settings are greatly downgraded for the time being.
- Bugs.
GENERATION:
- Rewrote procedural generation, now we use layered approach, which is used in one of those blocky
- games you might've heard about :^)
- There is now a menu to preview the world you're gonna be thrown into.
- We will expand it later so you can change some generation properties before starting the game.
- You can enter a seed before creating the world.
BIOMES:
- Were, you guessed it, fully reworked.
- The world is still a little empty, but it's now more structured and more diverse.
- Now we can generite biome specific shores. (currently only ice on the shore of SNOW/SNOW_FOREST biomes)
- Here is a list of biomes currently in the game:
- PLAINS
- PLAINS_FLOWERS - plains, but more grass
- FOREST
- FOREST_PINES - forest, but deeper
- DESERT
- DESERT_SANDSTONE - desert, but more rocks.
- DARK - evil
- DARK_GRAVEYARD - evil, but skeletons
- SNOW
- SNOW_FOREST
- ROCKY
- BEACH
- More work on this in the future.
PROGRESSION:
- Introduced a research system.
- You can open the research window with R.
- You need to research technologies to unlock new buildings, crafting recipes and new technologies.
- Currently we don't have a lot of content to unlock, but there is at least an hour of
- structured gameplay.
TUTORIAL:
- Introduced a dummy tutorial, when you create a new world.
MOBS:
- You can now push mobs around with your presence 8^)
- Now have shadows.
- Temporary removed an ability to craft several items at once to UI/Progression reasons.
- Enemies are currently dumb, we'll improve their AI and introduced different attack patterns when we will start working on the combat system.
- Enemies will aggro when you're get too close and disengage you'll run far enough from them.
- New enemies:
- Fire Spirit.
- Mummy.
- Evil Cactus.
- Goblin Archer. (which don't fire arrows, because of the reasons described above)
- Goblin Warrior.
- Goblin Patrolman.
- Wolf.
- Skeleton.
- Big Skeleton.
- Fast Skeleton.
- Snow Wolf.
- Snow Spirit. <3
- Night Rider.
- Night Seeker.
- Night Wizard. More on those guys later.
BUILDINGS:
- Removed Collector building untill we have a proper system for automation.
- New buildings:
- Tent. You can now sleep away the night. It's pretty experimental currently, more work
- on this later.
- Loom. Currently only used for crafting Cloth for Tent. Armor soon 8^)
FARMING:
- I didn't mention it here, but I reworked tile system in the game, which is not really useful
- knowledge for players, but it changes a bit the farming system.
- Hoe now changes the tile instead of creating a separate entity on top.
- Watering Can now .. can water any object like trees, seed, etc. It will be important later
- and not only for farming.
- Shovel is pretty useless, because Hoe can do it's thing on the tile without the need of the shovel.
- We'll probably use shovel later for digging up things like dirt, sand, seeds and stuff.
- You can skip crafting it for now.
COMBAT:
- We didn't have time to work on the combat, but we took many steps to finally get it done in
- the near future.
OTHER:
- Temporary art in the main menu.
- Temporary removed discord link in the menu.
- Vignette.
- Grindstone and Loom now force you to drag around the slider left and right. I'm not a
- sadistic person, it'll get easier with the progression (but not now.)
- You can drop items on the floor by dragging them outside of any UI element.
- You can now zoom out with scroll wheel.
- New collision system.
- Lighting system was reworked.
- Day and night cycle was changed a bit.
- Improve tiles visuals (patches of grass, sea shells, etc.)
- You can now find godrays in the world.
- Food now restores a little bit of health.
- Loot now despawns if it's too far away from players.
- Experience and leveling up removed for the time being.
- We will have a different system for that later in the development.
- You can now skip intro logos.
Files
TotemSeason(v0_0_05).zip 40 MB
Oct 03, 2023
Get Totem Season [indev]
Totem Season [indev]
2D sandbox.
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- more farming stuff and fixes [UPDATE] v0.0.03May 03, 2022
- farming basics [UPDATE] v0.0.02Mar 31, 2022
- small bugfixes [UPDATE] v0.0.01Mar 08, 2022
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