Development on version 0.1 has begun!


With the work on the demo being completed, I have officially entered the stage of development on version 0.1!

In the demo (0.0.1), there are:

-Five zones, totaling out to twenty-one individual areas of gameplay.

-Eight NPCs, four living and four ghosts


My current plan for version 0.1 includes:

-Nine new zones, totaling out to thirty-nine new individual areas of gameplay

-Twenty-two new NPCs, thirteen living and nine ghosts


In this new batch of content, you'll travel north to the massive city of Elbregn, journey southeast along Joriff's Road, venture up to the bitter coasts of the Balníon Faerdon, and even progress onward through the deep woods to the town of Ojkaghlean. Within these new areas, you'll learn more about the strange seals that Olgir spoke of, find yourself hunted by cryptic monsters, establish a foothold in the Thergic mainlands, and get a closer insight as to the exact nature of the plague and its maker.

This is all just a tentative plan. Things are subject to change as time goes on, but these things are also a goal to include for the next installment.

Get Fading Away: The Bleak Tale of Leanen

Comments

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Ooh looks very promising, there's a few bugs to report and stuff i want to add to the conversation regarding the tutorial.
I like a lot of about the vision you have for this game, im a fan of games some people call story generators like rimworld and kenshi, the later in particular reminding me of your game. I've also thought of doing a game like this and games that allow you to fail so i was very excited to see this.

Anyways, the actual feedback:
There's 2 bugs i found and seem important

  • The first is related to saving and making new games all you have to do is create a new save inmediately after exiting and saving to recreate it. The problem is when you create your new game the time carries on from your last save, i managed to fix it by closing the game and opening it again.
  • The second bug is related to corpses, i killed the firs npc you encounter in Dormedon and interacted with it's corpse to see if i could loot him, i chose not to take anything and then went straight ahead, when interacting with the oven it gave me the option to examine the NPCs corpse.

About the tutorial idea:
I don't think the problem is knowing how to do things (although i guess if you make a tutorial you may as well also explain the how-to) as much as what to do.

By design this game gives you a lot of freedom, however too much freedom can be overwhelming (dwarf fortress is an example of this), so it's better to guide the players and slowly introduce new mechanics (which translates to more options) as they play, at least the first time they play. You could, for example tell the players to go to Dormedon if the tutorial is activated where it may be presumably slightly easier to survive than the woods, if they choose to start over or suffer permadeath they'll probably have more experience with the game and fare better if they don't go to Dormedon.

I believe somone already said it but a great way of telling the player what to do without restricting them is to add hints, which you can do without breaking inmersion through the narration on the HUD, for example making it say something along the lines "As dread looms over you, Dormaedon seems like your best chance of survival, if anything remains of it, that is", although that's a bit redundant since you already do something similar with the text that says you can find shelter on Dormaedon.

Some more things you may add on  a tutorial:

  • Either tell the player he has a knife, food and water on their inventory or encourage them to open it and switch through all tabs (maybe with an item, although i guess the Dormaedon route already does that). I did this out of my own volition and most players may aswell but if you do a tutorial it would be a nice adition, also i didn't see the knife the first time i searched my inventory tbh.
  • Tell the player what the stuff on the hud means, most of it is self explanatory other than the hunger bar, thirst bar, and the narration text, which i didn't notice until i had already played for a bit.
  • More of a general thing but easing the player trough the crafting options may be important if you end up making a lot of recipes, i like how it does it already by allowing you to show/hide items you can't craft and by dividing the recipes depending on what you interact with. Still i recently picked up playing cataclysm dark days ahead which haves a ton of things to craft and that was really overwhelming at first, so that may be worth considering. Currently i don't think this is much of a problem on the demo.
  • Design progression carefully to slowly introduce new stuff to new players but allow more experienced players to get there without following the default path for new players
  • Let the player know you can attack NPCs, this is not super uncommon in other videogames so its far from nessesary but it may be convenient, personally i attacked an NPC to see if he would recieve damage, i was expecting it but if i had known for sure i wouldn't have as to avoid consequences.
  • Speaking of which learning by trying is great, but i'm of the idea that setting clear consequences for actions enhances the feeling of freedom, i guess it's all about the balance between telling (when the consequences would impact the game long-term) and showing (when telling would stop the player from experimenting).

These are all sugestions and the game doesn't need them to be great, it's completely up to you if you implement them or not. I don't want my feedback to get in the way of your vision. Sorry for writting so much i got carried away lol.