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Displaying posts with tag DevLog.Reset Filter
Rumi
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Arkavite [0.21.0-A] - The Village, Objectives, Swift Knights & Seggz


Hi everyone. A new update is here.

This past month I’ve committed some time to developing a new area. If you’ve played the last update, you will know there’s a certain village you came from. Construction of said village is underway.
Hanveil Village - Early Block Out
While I’ve gotten a good feel for the scale and layout of this village, please note nothing at this stage is final. This village is intended to be one of the key locations that will show up in the eventual story mode, but until then, my plans are for it to become the central sandbox hub location and point from which I can test proc-gen wilderness, NPC scheduling and navigation, different types of dungeons, construction, etc.
It is a well-fortified village bordering the wilds with open farmland, rolling hills, shops, taverns, guilds, and many nooks and crannies to hide secrets. The whole thing sits comfortably within a square kilometer. Once the map itself has been sufficiently built up, I will link a gate so you'll be able to explore it.
 

Contemplating Construction

As part of village construction, I have been amassing a collection of prefabs, and I figure now would be a good time to mention a couple of my ideas regarding player base construction. I think we have two options to consider.

Method 1 involves placing exterior facades, creating an interior space that resembles a self-contained world, similar to the interior environments found in Skyrim or Stardew. These buildings can be a lot bigger on the inside, and you can decorate them however you wish. This method would quite easily let you have magic houses and tents you could pick up and relocate.

On the other hand, method 2 would be your standard modular building system. Build and place walls, doors, roofs, etc. Thereafter, you can proceed with interior design the same way you would in method 1.

Method 1 is certainly the more performance-friendly option on its face and does not place as much emphasis on exterior design, but it is not as seamless, and having a façade forced upon you may be considered restrictive by more confident builders.

From the feedback I’ve gathered so far, it sounds like method 2 is the more popular approach and is what I’ll be pursuing primarily unless I hear more from you. I still think it would be cool to have method 1 later down the road even if it’s in some limited capacity and reserved for special items. Think of a “house in a box" or magic tents that are bigger on the inside. I am also considering the feasibility of magical artifacts or magic that lets you pick up your whole house to relocate it. Put it in a snow globe or marble, and plop it down somewhere else later. All things to consider once the base framework is up and running.

Plots For Players

The village map will contain a few plots intended for purchase and building. I may experiment with prebuilt furnished/unfurnished dwellings as well, so those not interested in base building still have options. It would also be a good demonstration of the tools to show what could be built.

Quest Objective Notifications

We now have a quest notification panel, which will notify you when an objective is completed or its completion status regresses. I’ve also tweaked some of the objective logic to correct an issue where completed objectives would repeatedly attempt to advance after already having advanced.

Additionally, repeatable quests will no longer remain in the player log post-completion. There was a suggestion to have repeatable quests remain logged, but display a counter for how many times you have completed it. It's a great suggestion and I'll be taking it on board for a later update.

New Recipes

I’ve added several potion crafting recipes based on the transformative properties of our current set of raw ingredients. You might also notice the appearance of both the cooking and crafting stations has been updated. The crafting station now resembles a hammer and anvil. It’s a little more compact and is more distinct than a regular table with a cloth draped over it. The crafting station has also gained a few recipes. You may now break down arka crystals for use in potion production.

 

Sex n’ Preg Developments

Pregnancy morphs have now been added to all existing apparel sets. As everything is now in place, this week I will be implementing the sex / impregnation systems and flow for triggering scenes upon defeat.

Plans have evolved since I started on this. Initially it was planned that by default scenes would be completely text-based, like much of the item effects. It’s not unheard of for RPGs to go down that route, but many have noted that some visuals would go a long way.   As I like the freedom text gives (and the fact it’s easily scalable and manageable for a one-man crew), the compromise I’ll soon be testing involves the use of animation windows, so as you navigate through a given scene, you can have a focused window on the side showing body parts slapping together. The animations can be reused across scenes and in some cases are entirely modular. Some text and some visual illustration to go with it. I’ve seen the same method used in a number of H-RPGs, and it works well. We’ll have to see how good my execution is.
The other alternative I considered was VN-style CGs to accompany the scene text, but we don’t have the resources to pull off something like that right now. There are solo cases where I do think ero-animation will work. Multi-actor scenes are really the main source of most headaches.
 

Apparel Updates

I’ve updated and added back the eyewear items, which have been missing since the body update. These items used a different attachment method than standard apparel, which is why they were skipped, but they’re back now.
"I see." - Double Eyepatch Enjoyers


We also have a new knight armor set. The new armor set is “The Swift Knight's” armor set. It is a skimpy, trimmed-down variant of the first set. Once we have equipment buffs in, this set will serve as a higher-grade variant of the original that's lighter weight and has a lower movement penalty while not compromising on protection.
Swift Knight's Set - It has a neat little cape. This set also comes with its own helmet.
Implementation of this set involved some modification of the equipment system to support skin-tight clothing. Equips can now draw textures directly onto the player skin. This was used to create the leotard, thigh highs, and upper-arm sleeves of the set. This will allow bodysuits and other skin-tight clothing elements to be created quite easily. It should also make creating underwear sets a lot easier, as the common issue with those is that they need to hug the player body tightly, which complicates masking of sub-layers and creation of body morphs.

Furthermore, I’ve made a slight change to the layering and masking procedure. Equipment that is masked (hidden) will no longer be considered when building the masking rules. i.e., a higher layer item (e.g., skimpy knight armor) may hide a shirt being worn below it to avoid clipping but not the player's torso (skin), as you want skin to remain visible. Previously, if the shirt below the armor was set up to mask the torso layer below it, then hiding the shirt would result in the player appearing to have no torso beneath their armor. The new approach, which only considers visible equipment when building masking rules, should lessen the rate of clipping and avoid the body void issue when mixing sets.

On that note, this new armor set can be combo'd with different underwear if you wish to forgo the leotard.

And So It Continues...

Before I go, one final announcement. I got a cat! These first few weeks have been chaotic, but everything has settled down and she’s will be working as head of morale from here on out. Last months spiral into madness is but a distant memory. Cats really are the best medicine.

If you’re following along on Discord, you might get to see some cat pics. If you're not already there, come and hang out! But that is all I have for you today. Please don't hesitate to ask questions or let me know what you think. Until next time~ 
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Rumi
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Questing, Balance, Encumbrance & Interacting


Hi everyone. Apologies for the delay! I am still alive and pushing development along. Today I have a new update for you.


This update introduces the branching dialog framework, which has been applied to our new guild secretary, and the lost adventurer in the aptly named “Lost Adventurer” quest. The secretary has a simple dialog tree allowing them to share some useful tips pertaining to questing and your location. A few have mentioned how they would like to smooch the bunny-eared secretary, and to that I say, I would like to explore this as NPC interactions become more refined. She would be a wonderful vehicle for testing certain interactions.
The new dialog framework has also been applied to items in the environment to make them interactable. Certain objects may greet you with an INSPECT or READ prompt as you approach them. This gives the set pieces some more lore and substance. There are now signs posted outside what is developing into a little guild outpost. These changes should make it harder for newcomers to miss.
Playing around with this “inspect system” myself, I recognize we need some kind of indicator to hover over these set pieces you’re able to interact with. Otherwise, it can be a little hard to know what you’re interacting with in high-clutter environments.
 
Quests
As I’ve been building up across the last few updates, we now have a quest system. Most bases are covered. We have quest tracking, progression, one-time and repeatable quests, quest rewards and deductions (for quests requesting items), and so on. The system is over-engineered on the backend, as I’m accounting for all possible cases to ensure we scale better over time. However, this approach does come with the downside of the current system being slightly temperamental. If you run into any errors for the existing quests, please let me know.
Future additions to the quest system include the ability to select a quest to track and have its objectives pinned to the HUD, objective completion (and uncompletion) notifications, and timed quests.
The current selection of quests are really a means of testing the flexibility of the system, so if they seem a little goofy or short, that is why. Our current roster includes the following:
  • A request for a lot of bread.
  • A request for rare jelly.
  • A slime kill quest.
  • A series of scout quests, which simply involve reaching certain dungeon floors.
  • The lost adventurer quest.
The lost adventurer quest is probably the most interesting one for me personally, as it allowed me to play with writing dialog. I would like to build on this quest more in the future. I think it would be a wonderful testbed for archetypes and dialog stat checks.

Encumbrance & Item Stats
What a horrible day it is to be a loot goblin. Encumbrance has now been turned on. Item costs and weights have now been rebalanced. You can view your current carry capacity by hovering over the displayed weight in your inventory. The player carry capacity is currently sitting at a fixed amount of 200 units. I think I’ve been quite generous, and the default won’t be that high forever. Carry capacity is expected to be based on strength stats long-term.
A couple more notes on items and their values: Gold piles were rebalanced to be somewhat more reasonable in value, and selling key items is no longer allowed.

Final Notes
  • Change: Reduced amount items new characters start with in their inventory.
  • Change: Minor corrections to several items food stats. 
  • Added: Debug pregnancy item to shop, which I am using to test morphs and the progression, but you can mess with it yourself. This build only includes nude morphs.
  • Added: Additional orifice options for Eggyokel.
  • Fixed: Issue where Eggyokel would not appear in the list of selected traits during play.
  • Fixed: Minor corrections to arka crystal naming conventions.

Unfortunately, I was unable to make significant progress on the enemy front, but I will continue to push forward, and try to have less of gap between now and the next build. Things for me have been a little stressful as of late, but we keep on keeping on.

Please let me know what you think about everything we’ve covered today! Do you like the quest interface? Does dialog work well for you? Is there anything you don’t like? Please let me know. I’d love to hear your feedback.
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Rumi
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The MiniLog - New Merchants, Monsters & Beasts


Hi everyone! Let’s take a look at all the recent developments.

UI Shop
I’ve added a friendly merchant NPC you can buy goods from and sell goods to. This will grant you an easy way to dispose of any old items cluttering your inventories and, for the time being, quick access to almost all loot items. You can find the merchant opposite the quest board in the underground area on the sky island.
This merchant is our first humanoid NPC. There will be more once I come to add talk dialog options.
Phantom
Several new types of enemy are in development. First we have Phantoms. These creatures have the ability to phase through walls. They are rather troublesome in dungeons as they can suddenly appear in a room and strike before vanishing through the floor. The current iteration performs a simple dive attack, which may evolve into a dive and slash.
Arkavite - Phantom Dive
They are soon to receive a couple more attacks. I would like to try for a grapple ability where they grab onto the player and try to chomp them. The next prospective attack would be a poltergeist ability where they turn objects in the vicinity into projectiles. I’ll make more progress on this enemy, and we’ll see where it goes come the next update.

Turret
Next, we have static sentinel turrets. They scan their surroundings for adversaries, but you can avoid them by hiding behind cover. They can utilize different search patterns. For now we’re just using the standard “scan in a circle” pattern, but in the case of wall and ceiling-mounted turrets, we would want to opt for a pattern that makes the turret scan in an arcing motion. At the moment, these turrets have a very short-term memory. This will need to be adjusted somewhat, but the basic concept for this enemy is here.
Design-wise, I would like them to take on the appearance of magical steampunk turrets. They should almost have a golem-like look to them. As the idea is that you get some grace between it locking on to you and firing, there will be some visual and audio cues between it locking on, charging up, and firing a volley of shots.
Another thing I am considering is granting these turrets friendly fire capability and alternate types of projectiles. Some turrets could fire direct shots, while others could use homing spells or bouncy explosives. As for its friendly fire capability, I feel as though this type of enemy should be unthinking and indiscriminate. If there happens to be another enemy between you and it, then that enemy should serve as your meatshield.

Slime Turret
After messing around with turrets, I had a slightly dumber idea off the back of thinking slimes could sometimes appear with loot or weapons stuck in their bodies... What if we had a slime with a partially dissolved turret stuck in its body?
Arkavite - Slime Turrets
Mobile slime turrets are a little terrifying. Some have compared them to Zelda Guardians, albeit a squishier sort. I believe a hulking mechanical (or golem-type) enemy with the same sentinel gun on its back could also be pretty cool. Enemies with canons on their backs as an alternate means of attack as opposed to a passive one.

Living Chest Mimic
Finally, we have a skittish chest-mimic enemy. It flashbangs players who try to open it before running away. We don’t have a means of inspecting chests for traps just yet, but it’s probably all the more necessary if we are to include this type of enemy.
Arkavite - Chest Mimic Flashbang
The concept for this enemy is something of a scaredy-cat mimic. If you hit it or try to open it, it will try to run away and hide. Once it is out of sight, it will return to a dormant state before waiting again. If you try to chase it, it will spit coins at you. It’s a little silly, but an evasive chest enemy that drops expensive loot could make for a fun dynamic. I may give them more ways of evading the player, like spitting out doppelgangers and smoke bombs.

It's AI definitely needs some more work, and it could do with some basic visuals to show it's transformed state when mobile. I envision it sprouting little legs that let it run off. Right now it looks like something out of prop hunt. We'll check in on this next time so see how it's developed. 

Location Titles
Location titles now appear on screen when moving between zones. Using this system, your current floor will be displayed when descending into the dungeons. Difficulty doesn’t scale with depth yet, so for the time being, it’s merely a handy indicator for any seeking to do endurance runs.
I would like to have some quests designed around retrieving items or performing actions at particular floors, so there should soon be a little more utility. Based on feedback from last time, there appears to be more interest than not in some basic questing, so I am aiming to get that system up and running next.
 
Other Changes
  • Ambient music now plays while paused and in menus.
  • I’ve added new BGM playlists for day and night on the sky islands. Playlists are shuffled every day cycle. I would like to give dungeons the same treatment.
  • Changes have been made to how player items (inventory / equip) are loaded from save data. An inventory cleanup pass will now be triggered on load to remove any items with defunct IDs and update item data for remaining items. This is all to ensure when loading saves from previous builds, icons, descriptions, values, and any other properties that may have changed between versions are updated.
  • Craft / Shop item search will no longer include matches by item description in the search result hitlist. Matching by item description was found to result in too many false positives.
  •  Fixed issue where the frame rate limit setting was not saving or applying.
  • Improved enemy line of sight checks. The enemy line of sight check will now be polled on timer while enemy is aggro.
  • Fixed issue where loincloth underwear failed to mask peen.
  • Fixed issue where chestwrap would mask peen instead of loincloth underwear.
  • Fixed Issue where sprinting while crouched or ragdolling consumed stamina, but did not end crouch/ragdoll.
  • Fixed issue where slimes failed to rotate to face player immediately on hit.
  • Added bonze bar item.
  • Added placeholder quest board UI and interaction.
  • Increased scale and improved position of player hurtboxes.
 
Coming Up
I’ll be refining the AI and basic look of these new enemies so that they’re in a more functional state for play and can be added to the dungeons. There are a few more enemies on the way, which I’ll be throwing into the mix. I would like to have a couple proper humanoid entities moving around the map.
As mentioned earlier, some basic quests will be set up, and with whatever time I have leftover, I’ll be conducting some tests of the lewd sort. If you're not alread, be sure to follow along on the discord server if you’d like to see and comment on things as they develop.
Thank you all so much for sticking around! Be sure to let me know what you think, and I’ll see you in the next one. ~
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The MiniLog - Improved Loot, Combat Tweaks, and More



Hey hey people~ Let's dive right into it.
Consumption item stats have been rebalanced to better reflect their values relative to one another. The old passive MP regen from item consumption has now been removed, as it was confusing in its functionality and conflicted with the immediate MP stat gain.

Loot tables are now used for the spawning of loot in the world. This process was previously only done for chests, but now the same tech has been applied to spawning loot for desks, shelves, shop items and other parts of the environment. This approach is far more scalable than the previous setup, which involved the manual prefabrication of many variants. As loot tables can be used as a subset within our existing prop clutter variants, it does give their appearance far more variability.
Since placement still needs to be considered, objects of similar scale or utility are grouped into separate tables. To reiterate, loot tables will now be applied to the dungeon shop. Not everything is loot-tabled yet, but potion vials at least have a chance of appearing now.

While we're discussing shops, I plan to introduce a UI-based shop to the sky island sooner rather than later, as I’d like there to be a means of accessing all items reliably rather than having to hunt for a specific dungeon room, which may or may not have what you’re looking for. This system will inevitably be applied to wandering NPCs capable of trade and vendors with no designated space for their goods to be on display, but that is for another time. Once the basic system is up and running, I will do a quick item cost rebalance and place a shopping kiosk on the island.

Also in the news, the Permanence potion has been added to the game. When consumed, this potion sets your current physical form as your new "baseline", so any future reversion magic will restore you to this state rather than your original one.

Combat Tweaks

Hitstop has been added as an experiment in sword attack animations to make attacks feel more impactful. I’m not sure if everyone would be on board with this change, but I quite like it. Please try it out and share your thoughts on the implementation of hitstop or any feedback you may have.

Knockback has been added to both the player and enemies. Now, upon receiving a hit from an enemy, the player will be knocked back slightly. Upon hitting an enemy with your blade, they will be knocked back. This allows you to create space during combat and does make playing with slimes a little more enjoyable. If you time it right, you can send them flying.
As for outstanding issues with combat, I’ve resolved an issue where smaller enemies (i.e., particular types of slime) would often fail to damage the player despite flying right into them. This issue was found to be a result of collider conflicts and has now been resolved. Enemies in a non-aggro state, when struck from behind, will now aggro towards the player instead of ignoring them. Finally, I’ve resolved the long-standing issue where the "lock on target" system would break when in close proximity to a given target. Now when in close proximity to a target, the camera will switch from the over-the-shoulder position to centre on the player and back.
 

Questing?

You may find on your travels a placeholder quest board. Would you like to see a basic quest system be added early? At this stage, quests could be limited to tasks such as "fetch X of Y items" or "kill A number of B enemies." Some have been asking for a goal and something to actually do in the game. Truth be told, I’ve been hyperfocused on the technical aspects/mechanics, but this is something I could add rather quickly if you feel it would make you want to play more. Is this something you’d be interested in seeing? Could I interest you in some basic questing? I've left a poll below~
Arkavite - Placeholder Quest Board
 

Other Miscellaneous Changes

Change: Reduced size of cookies by 50% 
Change: Added random delay to variant group spawns
Change: Updated Credits
Change: TAA is now set as the high aliasing method, and FXAA is set back to medium.
Fixed: Issue - Player OnDamage & OnHeal hit-flash only applies to the player's skin... This effect now applies to player clothing and hair as well. Weapons in the environment no longer flash red when the player is hit. Hit-flash has been disabled for all weapons.
Fixed: Bread slice recipe. Now requires 1 loaf and gives a yield of 10 slices, rather than 10 loaves for 1 slice.
Fixed: Issue where alias settings were found to once again not initialise on start-up. The initialisation method was likely disabled following 0.15.1-A class name changes and mistakenly not re-enabled.
Fixed: Issue where the continue button in the event dialogue says "CONTINUER" instead of "CONTINUE"
Fixed: Issue where ragdolling from first person results in the player's head not being visible.
Fixed: Issue where player lantern can be taken into the character creator.
Fixed: Issue where apples appearing on shelves show up as "invalid ID"
Fixed: Lack of interaction for some desk loot.
Fixed: Issue where a shelf in the dungeon shop was using a non-interactive variant set.
Fixed/Added: Missing ingredient "Stabu-berry", which was relevant to doughnut crafting.
Fixed: Various loading screen transition bugs. Issue where transition could become “stuck” if the window was not focused during transition.
Fixed: Updated test chamber lighting to match the latest sandbox lighting profile.
Fixed: Issue where enemies could be stood on a few seconds after dying, leading to the player appearing to "float" standing on nothing
Fixed: Issue where trait icons were missing from the character creator.
Fixed: Issue where when making a character (in the character creator), it would clone the most recently loaded character if used before starting a new game. An issue in the load game process has been identified and fixed.

Wrapping Up & Coming Up

As this has been a very fix-heavy build, I will push this update out to everyone a couple of weeks from now. Next week, I plan to solely concentrate on creating monsters, and I anticipate having some prototype spawn ready to showcase.
I'll be back soon. Be sure to let me know what you think, and I'll see you next time~
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Rumi
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The MiniLog - Cooking Up A Storm


Hi everyone. It’s that time again~

New crafting
This update introduces several new crafting and edible items. You can view most of the new items and their recipes in the crafting station. As expected, this interface has undergone a few changes during the implementation process.
The crafting interface is now functional. We can now have multiple recipes per craftable item and perform bulk crafting. “Why multiple recipes per item?”, I hear you ask. A meal could be crafted with various types of veggies, or perhaps you can use one large egg instead of many small ones to bake that cake. This makes it easier to work with what you have at your disposal. On another note, for construction crafting, we will have special alternate recipes unique to the Automotive Hacksmith.
The idea of a “recipe discovery system” has been proposed. Such a system might come in the form of a "experimentation menu" where you pick random ingredients and see if it creates something. Once you create something, you learn its recipe. This would work well for both cooking food and brewing potions, as there have been further discussions surrounding failed potions, their devastating effects, and how they could potentially be weaponized as throwables. 
Another fun feature added to the crafting screen is the ability to select an ingredient to view its details. If a recipe calls for a chain of items to be crafted, you can click on the ingredient and then craft it. If you lack a particular item, reading into its description may also help you figure out where you can find it.
Finally, the crafting recipe menu features a functional search bar. I’ve been wondering, would you like to see a search bar in the inventory as well?
Arkavite - Recipe Search
Before we move on, I should also mention a slight change to slime drops. Slimes now drop a “raw slime clump” item, which can be crafted into jelly. The raw clumps are still edible as they're waiting to become a TF (transformation) item.
Reversion Item
Upon creating a new character, your original body state will now be stashed for later use. This change has allowed for creation of the reversion potion and status effect. This potion triggers the “Reversion” status effect on the player, which causes any bodily changes to gradually return to their original state. Please note, using this potion on any character created before version 0.17.3-A will result in unexpected behavior.
For the next build I'll be adding a permanence potion which lets you update your stashed body state based on your current form, meaning any reversion potion consumed after that point would restore your body to the state it was in when you last consumed a permanence potion.
 
Other Potions & Obtaining Items
Pushing ahead with other developments, I’ve improved the game's internal item scripting framework by adding custom argument support. Put simply, this means a script can have far more reusability. For example, there may be multiple haste potions that use the same status effect but have different durations. It makes more sense to use one script for all of these, and then on each item set a custom data value to represent duration. Most importantly, none of this is hardcoded, so there’s less maintenance overhead, and if modding is in this game's future, modders will be able to take better advantage of existing scripts.
Taking advantage of the new capabilities, some lingering variants of the breast expansion potion with increased potency and duration have been added.
Obtaining ingredients for recipes and some of the newer potion items isn’t incredibly straightforward at the moment; however, most ingredients you’ll need can be found by looting chests in the dungeon. I would like to make some changes to the way loot spawns on shelves and in the shop in order to make adding items in these areas less of a manual process. This would provide you with more opportunity to find the items you need when crafting and, again, reduce maintenance overhead long-term.
 
Bottling Mechanic
I’ve added a bottle filling mechanic. Not much to say here. You can take an empty bottle and fill it with liquids you find lying around. Not all liquids may be bottleable at this time; however, I am working to fix that.
This little mechanic is initially intended to let you collect fluids (pools and spills), which may be used in potions, and later, I may use this to let the player milk that which can be milked.
 
Fixes & Other Clean-ups
  • If you are interested in translating the game or are one of the few actively translating the game, support has now been added to the character creator archetype selection screen, and translation cycling issues have been fixed for some static buttons across menus.
  • A small amount of variance has been added to player damage calculation.
  • Several new shelf clutter variants have been added to reduce the level of sameness from shelves. As mentioned prior, shelf loot is later bound to undergo another change, which should allow it to automatically keep up with the growing loot table.
  • Status effects now persist on UI when crossing load barriers, and resume after loading from save.
 
Upcoming & Other Yappenings
Taking a quick look ahead, now that we have all this food, I’d like to make some minor improvements to the consuming experience, e.g., preview HP addition and reduction an item may provide (namely for HP potions and poisons), and move food items away from passive MP / HP gain, as these are difficult to quantify, difficult to convey to the player, and instant feedback feels better. In an instance where an item needs to provide a passive effect, it’s likely better to portray this as a status effect. Finally, a basic starvation mechanic and food stat rebalance should come in an upcoming build.
Current feedback indicates more enemies are desired, and I would personally like to remove the jank present in existing enemies, so as we move into April, I will work on several more. They will exist in a blocky prototype state while I play with their mechanics and movements. They need to feel good before they look good, and I want you to play with them as soon as possible so I can make them better. Around all this, we should also see a basic defeat to the preg pipeline be put together, as I’d like to finally make use of all my fun body morphs... More enemies also means more sources of ingredients. Some of the items new to this version (e.g., Monster Meat) are intended to end up as enemy drops.
Also on the horizon, some updates to TLoH are expected. Complex condition building is now a priority alongside branching dialog support, which itself is a core component of the NPC dialog backend for Arkavite proper.
The public build will drop around next weekend, and I anticipate 0.18.0-A coming the week after that. Plenty in the works, and plenty on the way, but that’s all for now. I hope you all enjoy this update. Please be sure to let me know what you think! I’ll see you next time~
 
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Rumi
Public post

The MiniLog - Crafting & Cooking

Hey everyone. Let's take a look at what is new.

New Items
I’ve added Molten Mead, Wine, Bottles of Water, Bottle of Lunectar, Bottles of FemFluid, and Empty Bottles. The bottled water, lunectar, femfluid, and empty bottles were added as a move to implement the bottling system. When complete, this will allow you to collect liquids found in the environment. This addition increases our potential ingredient set for cooking and brewing and will offer a portable means of accessing particular status effects.
Arkavite - I want to buy your strongest potions...
Molten Mead is only partially implemented and won’t magically refill at this time. Both mead and wine are eventually intended to provide drinkers with a mix of buffs and debuffs. In the next week I will be adding more status effects so these items are expected to evolve.
Blood vials and vials of a “mysterious white liquid” have also been added ahead of implementing an addiction framework, which vampirism and other traits rely on.
Potions of peen growth/reduction have been added, as well as basic dialog info (for the previous and current set of TF potions), which will inform you of size change values. For these shorter-form items, I may consider using status notifications that appear on screen for a short while before vanishing, rather than the current dialog window. It seems unnecessary to pause everything for such a brief message.
Finally, body modification potions have now been color-coded. In the previous update potions were every which color, but now feminine-leaning potions are of a pinkish-lilac hue, while masculine-leaning potions are of a steely-blue hue. This should help inform the type of potion you’re going to get before picking it up. It also frees up other colors for different types of potions. Ideally we would have different vial and bottle designs for different types of potions, but that is not a priority at this time.
 
Casting Animations
A basic aim-casting animation has been given to the player. The summon light spell now summons light from the tip of the player's finger, and the magic blast spell fires from the player's index.
As for other related changes, the default non-magic dash-dodge has now been added.
 
Cooking and Crafting
This new UI is a part of a general-purpose crafting framework, which could be extended to include any number of crafting stations. For now we’re merely focused on cooking (food/potions) and crafting (tools, clothes, and base). I’ve added a basic workbench and cooking pot for testing purposes. The appearance of these stations is not in any way final.
At a later point, some of these categories may be split up into their own specialized stations that call for different processes (e.g., a brewing station for potions, a dyer, and a loom for clothes), but for now at least, we can gloss over the physical stations themselves, as it’s simpler to group everything together and concentrate on principle functions and recipes.
The right pane is intended to display a list of known recipes, which can be searched through. The left pane will display information pertaining to the recipe you’ve selected, its description, ingredients, and quantities required for crafting versus how much you currently have in stock, whether or not you currently satisfy these requirements, how much of the item (you're creating) you currently hold, and how much you will have after crafting.
Some aspects of this interface may change once we have several recipes implemented and I’ve received additional feedback.
 
Redesigns
The study environment in the character creator has undergone a little remodeling. This update has been pending for a long time and was necessary, as the study environment was one of the first to be developed, and after numerous iterations in other areas, it had become significantly out of sync with the game's aesthetic. The character creator's start-up environment has now reverted to the study room, following the environment update. We've also halted the day-night cycle in this environment.
Arkavite - A cozy space to create...

I’ve slowly been phasing out the old flooring across the dungeons due to LOD issues and styling, and one of the last rooms to be updated was the first garden room. The staircase and pathing have been updated.
 
Other Changes
  • Added: Translation support for character creator - Archetype Section Description
  • Added: Translation support for character creator - Faith Section Description
  • Change: Character Creator – Space environment – Spinner platform no longer spins player
  • Fixed: Issue where "Limbless" trait has no dialog in CC and is not registered in your list of selected traits after confirming your character to enter the game
  • Fixed: Issue where faith related traits had no dialog in CC
  • Fixed: Issue where faith trait selection was not being applied
  • Fixed: Issue where gaps appear in the flooring of some dungeon rooms
  • Fixed: Issue where crouch walking with torch in hand looks goofy
  • Fixed: Issue where weapons could appear in the character creator if they were equipped before entry
  • Fixed: Issue where potion "thigh size increase" triggered "hip size increase"
  • Fixed: Issue where some dorm props, potions, and items had no interaction and could not be taken
  • Fixed: Issue where Z & X Keys while in rest menu trigger menu switching, and do not hide the rest menu / craft menu

Coming Right Up
For next week, I will be adding several more foods, several recipes, and making the craft/cook interface functional so you may begin cooking. We also have a potion that will gradually revert the player to their original body state, implementation of bottling, and some more status effects.
We may also see some changes to how player attack damage is calculated (factoring in player stats and randomization), but that’s all for now. I’ll be back here with another update next week!
Until next time~
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