The Best Game Ever - WEEK 5 : A Dark Forest
[DEVLOG] Week 5
Current Goal
This week, the game finally has a name... A Dark Forest.
Working on the alpha prototype inspired by "a dark room" game, still figuring out in what direction to go with this.
Newest Progress
Massive content update, here is a one minute video showcase (using debug ... i.e. no cooldown and faster resources):
This includes the new enemy screen where you fight colossal beasts...
New resources to be farmed...
New formatting of large numbers and more!
Next Week ?
- Various quality of life improvements?
- More enemies to defeat and more content?
- The beginning of the Cat NPC story questline ?
- Your suggestions ?
THIS WEEK BY DAY:
MONDAY - testing & fixing
- post previous week's devlog
- fix version label
- fix new save file name not set in metadata the first time you enter it
- fix compatibility with previous version's save file
- experiment with pixel art
TUESDAY - new content
- add new worker roles: iron miner, coal miner, iron smelter, swordsmith, sergeant, mason, explorer, torch man
- add new resources: coal, torch, iron ore, iron, sword, swordsman
- add new events for new unlocks
- add new "the darkness" tab
- add scrollbar to resources storage
WENSDAY - refactors & extensions
- extend code logic to allow to pay in both resources and worker roles (e.g. swordsman costs: one sword (a resource) and one peasant (a worker role))
- display resource's name instead of the id (in the info ui)
- display swordsman as a worker role instead as a resource
- non-farmable resources (flint, fiber) moved to bottom of resources storage list
THRUSTDAY - quality of life tweaks
- move population generation (from house's) logic from unlock controller to worker controller
- scale population generation by the number of houses instead of just one per cycle
- fix info not displaying on +/- button hover (hover trigger was only the label next to buttons)
- set minimal width to amount label bewteen +/- buttons (aligns -/buttons despide amount label not being equal width in every case as long as the minimal width is not exceeded)
- refactor to update efficiencies every time worker roles change, instead of only at cycle end
- display worker role (default peasant role) instead of worker resource (total population)
- add QOL hint's (on -/population buttons)
- NOTE: there is a "delay" on hint's for worker role (default peasant role) because it has a "velocity" (i.e. builders build houses and peasants move into houses, so there is a "delay" after a house is built and until a peasant is moved in, so when you stop building there is a "delay" during which peasants are still growing in number by moving into newest set of empty houses)
FRIDAY - I am not an artist, help!
- the darkness enemy screen pixel art
SATURDAY - big content update
- the darkness enemy screen progression
- the darkness enemy ui: health bar, title, texture
- the darkness enemy animation: shake shader, color displacement shader
- make swordsman attack the darkness enemy (passive damage)
- make the darkness enemy clickable (manual damage)
- the darkness effects: add damage label particle(s) in red
- make population particles more fun and in green
- add enemy on hover info
- add shake shader when hovering on enemy info
SUNDAY - QOL features & balancing & fixes & refactors
- add scroll container to root (easier to debug oversized ui)
- smaller font in resource storage tab (fix i.e. prevent oversized ui)
- scientific notation string format utils: 1k, 1M, 1B, ... (expecting large numbers on resource storage and population manager)
- add first tab name changes and diary events based on population growth: camp, village town, ..., metropolis, ..., empire
- refactor event manager to smaller helper methods
- move early worker role unlocks to tool unlocks
- balance: reduce passive timer from 10 to 5 seconds
- fix worker controller bugs
- play and test features
- remove QOL hints (on -/population buttons) because they are messy, buggy and have many unintuitive edge cases
- add experience tracker
- scale manual damage done to enemy by experience
Long-Term Goal
I have a dream to make the best game ever or die trying.
I will post a weekly update while trying to work on this project every day.
The game genre and everything else is subject to change.
A Dark Forest
Incremental Experimental Minimalistic Game
Status | Prototype |
Authors | TinyTakinTeller, Abyssal Novelist |
Genre | Adventure |
Tags | 2D, Experimental, Godot, Incremental, Minimalist, Open Source, Short, Singleplayer, Text based |
More posts
- Prototype Release 1.045 days ago
- Experiment - WEEK 20 : Mix New Game Genre?72 days ago
- Interlude - WEEK 19 : Celebration & Announcements 🎉79 days ago
- Interlude - WEEK 18 : Plan The Future (Analysis Of Feedback)86 days ago
- A Dark Forest - WEEK 17 : Prestige System94 days ago
- A Dark Forest - WEEK 16 : CharmsAug 12, 2024
- A Dark Forest - WEEK 15 : SubstancesAug 05, 2024
- A Dark Forest - WEEK 14 : HeartJul 29, 2024
- A Break - WEEK 13 : Hello There 👀 & Game MathJul 22, 2024
- Quality Of Life - WEEK 12 : Settings Update & Developer ToolsJul 15, 2024
Comments
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Thank you for the weekly updates. I just found the game today on Incremental Games Database
I didn't know about the Incremental Games Database, that's pretty cool that someone posted it there. Thank you for the comment!