Devlog 20
For those of you who don’t know, I was very sick last week. It was a nasty flu-like thing that’s been going around the area. Thankfully, though, I started feeling better a little bit into this week! I still managed to get a decent amount done.
This Week
I’ve expanded on the radial menu significantly and designed some custom panels for them. These panels are currently pretty plain, but underneath the hood they support all the features you might expect a radial menu to have including the ability to add titles, images, and custom colours and textures.
As well, new this week is a tooltip system. Hovering over the buttons (and later other things as well) will give you a popup with a title and description for the action. Hopefully, this should help to make everything more comprehensible while development is still ongoing. I feel like I did a good job on the tooltip system. It’s all set up and just waiting for a paint job before it’s ready for the final release.
Next Week
Next week, I’m looking to add the player to the map again and restructure the project so that monsters are secretly just players in disguise. I wrote up a whole discord reply about why I want to do this, but I’ll summarize it here. Basically, I’ve made it so that all units on the grid share the same action pool. Some actions require player input, but any unit can use them. I tested this in a small sandbox to make sure it works how I want. I’m planning to rework player-specific features (like inventory display and the character window) so that monsters can use them too. The way I’m implementing this right now is making things less modular, which isn’t ideal, but I think it’s worth it.
There are a few speculative reasons for this approach:
- If monsters function like players, I could let players take control of NPCs for combat, exploration, or other interactions.
- If players function like monsters, I could experiment with AI forcing players into certain actions, which could open up interesting mechanics.
- If players and monsters are coded the same way, adding multiplayer could be way easier in the future
Doing this will require some refactoring, but I believe that it will be worth it! That’s what I’ll be up to next week.
Thoughts on Monetization
While I was sick, I did a lot of thinking about how I want to monetize this project. For me, I feel like having a larger, more diverse community around this project is more important than increasing my own income. So, I’ve decided to open up the development process and see how it goes. If you felt like your subscription was worth it before, hopefully you’ll still feel okay about supporting.
These changes won’t happen right away. I’m going to roll them out in about a week so that I have time to get feedback from everyone currently supporting. If this is an earth-shattering decision for reasons that I haven’t considered, I figure it’s important to give people an opportunity to voice concerns. For now, everything will still be exclusive to subscribers.
That said, some of the perks will remain supporter-only. The private Discord channel will stay exclusive. People who aren’t supporting financially can still use the public chat, but the private one will be a smaller, more direct way to reach me. Subscriber-only Discord roles will also stay.
I’m also thinking about adding a smaller tier, maybe $2, for anyone who wants to chip in just a little bit.
Anyways, that’s it for this week! You’ll be able to find the download for this release
linked right here. Let me know what you think about everything and I’ll see you next week!