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.

Comments

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(+1)

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!