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Windows Alice the little witch.

Discussion in 'Work in Progress' started by Arashi, Jun 25, 2019.

  1. Arashi

    Arashi Member

    Joined:
    Feb 6, 2017
    Posts:
    134
    Hello, friends. Let me introduce my current project to you. (My old project is not abandoned! It is on hold.)

    (I would be happy, if someone will correct my grammar.)

    Thigame will be a mix of The Herbalist and Stardew Valley. A short candy saga, where you play as a little girl, living alone in the woods.

    What is she doing in the woods alone, you might ask? And I will answer: gathering herbs and making potions of caurse!

    To the screenshots we go!

    Here is the process of gathering:
    [​IMG]


    This is a static plant, named "Wild Wolfy". It bears fruits every 7 days. It's juice is good for making Feral Potions.
    Other plants are flowers, roots, mushrooms and trees. They can be static, or dinamic (with changing spawn locations)

    After gathering herbs will be processed to potion ingridients:
    [​IMG]

    This is "The dryer". Just hang a bundle of flowers here for 3 days.

    Finaly with enough ingridients, firewood, water and empty bottles crafting of potions will be unlocked.

    This is raw, unfinished, with a lot of placeholders, video. But you can get the genaral idea:


    This potions will be used for game progress.
    For example: player will have to create stoneskin potion to get acces to new location, blocked by thorns. Or create an animal language potion to talk to animals. Or create rain-of-frogs potion to solve "the snake disaster".


    At last, here is some art.

    Sleep screen:
    [​IMG]

    Main menu:
    [​IMG]


    If you like the art or idea, make sure to leave a comment and follow me on twitter @doroboarashi

    By the way, I'm looking for a game designer, cause I'm struggling with balancing mechanics and creating a story overall.
     
  2. Siolfor the Jackal

    Siolfor the Jackal Member

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    Looks interesting man!
     
  3. sitebender

    sitebender Member

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    Looks great, I see the effort. I think your colors need to pop out and be richer in some places. Try shifting some of the hues from color to color. You are clearly on the correct path and have something elaborate and going in a positive direction.
     
  4. Arashi

    Arashi Member

    Joined:
    Feb 6, 2017
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    Palletes are my weakest trait. Playing with hues does not help me, so this colors are final. Will go on with them and will try to reach steam as it is.



    Worked on tutorials last week.

    First of cleaning. Every active object in a house is dirty at the beginning. Alice will clean it and comment it, telling what it does. In addition she will recieve Good Girl points for it.
    [​IMG]

    Another form of tutorial is learning. Alice will read books and give player tips on herbalism and brewing. Witchcraft points are granted for this activity.
    [​IMG]
     
    Last edited: Jun 25, 2019
    SnotWaffle Studios and Bentley like this.
  5. pixeltroid

    pixeltroid Member

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    Looks very nice OP!
     
  6. Toque

    Toque Member

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    Looks interesting. Good job.
     
  7. Arashi

    Arashi Member

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    Inventory is important!

    [​IMG]
     
    SnotWaffle Studios, Bentley and N0ba like this.
  8. Arashi

    Arashi Member

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    Created "fake" 2nd layer.

    [​IMG]
     
  9. Bentley

    Bentley Member

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    That's a clever way to go about it. Use some trigger on the stairs to change the instances/tiles?
     
  10. Arashi

    Arashi Member

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    Exactly.
    Trigger changes depth of the player and changes collision tiles.
    And there is a hidden restriction zone around it, that prevents NPCs to walk near changing tiles. Else they might stuck inside them.
     
    fireday2 likes this.
  11. Arashi

    Arashi Member

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    Bump with a new art.
    [​IMG]
     
  12. Niels

    Niels Member

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    Love everything except for the in-game color palette...
    The colors are too brown/muddy.
     
  13. Pfap

    Pfap Member

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    Since there were 2 comments that mentioned the color palette I thought I would jump in and say I love the color palette.

    It is subdued and interesting, giving the game a really relaxed and laid back vibe. It is rather calming, which is something a game like this should probably aim for, so I would recommend keeping the color scheme as I feel it is perfect for this genre of game.
     
    Arashi and fireday2 like this.
  14. zendraw

    zendraw Member

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    so far it looks great, what design balances are you struggling with? maybe we can talk about it in discord
     
  15. Arashi

    Arashi Member

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    It is realy hard for me to find a balance in amount of plants a player need to collect for making 1 potion.

    In my ideal case I imagine player spending 1/3 of ingame day to collect plants for 1 pot. (3-4 minutes).
    So I set the size od location to be lage enough, so it takes 2.5 minutes to visit it's every corner. There will be several "gathering" locations and it will take time for plants to grow inside them. Seems legit.

    Now I have to place enough plants inside them, so player will not get bored, while walking, and will not get overwhelmed by plants amount. I solved that problem by allowing ech "plant node" spawn set ammount of plants.
    You can see 4 flowers growing on screenshot below, but this node will give player only 2 flowers. Same goes to berries from bushes.
    [​IMG]

    Now I can design locations to my liking and set up the ammount of materials gained from plant nodes later.

    There is another system I have now - before you make a potion, "ingridients" for potion must be created from "materials".
    For that I have 4 "craft stations" that can be used for "cutting" "drying" "press" and "pickling". (I will add more later, but 4 for now).
    "Craft stations" give me even more freedom. Now player can collect 20 berries from 1 bush and turn them into 2 jars of juice at the "berry press". It sounds like fun, isnt it?
    [​IMG]

    All of it sounds legit and fun to this point.
    But here comes brewing!

    In a normal, sane stardew valley player would need to bring "3 jars of juice" + "5 piles of petals" + "2 bundles of dry forget-me-not flowers" to a crafting station.
    In my game there is match-3 minigame, where you throw ingridients into the cauldron to create a potion with certain effect and certain power.
    [​IMG]

    This is my hell.
    6 month passed since I began working on this game, but I still cannot come with the numbers.
    I even gave up my original idea of deriving potion effect from ratios of fire/water/wind/earth elements inside caudron. It is all about key ingridient and certain elemental affinities.
    (On the screenshot a jar of wolfberryjuice was thrown inside the cauldron, wich is a key ingridient for a feral potion. Feral potions "likes" earth and "dislikes" fire, so in order to "empower" its effect playr should add more water and avoid adding fire.)

    I still can not find out, what will be a "good" ammount of elements inside ingridients, what will be a "good" number of different ingridients, how to avoid making this minigame too simple or too complex.

    I need a help of a seasoned game designer here.
     
    Siolfor the Jackal likes this.
  16. Lhargo

    Lhargo Member

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    can you explain how you created that fake second layer? even the sprite of the wooden board seems to be drawn over the player. great work with the pixel art looks amazing
     
  17. Arashi

    Arashi Member

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    This is a standart way of making top-down games.
    Y coordinate of an object defines it's depth.

    Each object in the room has following room_start_event:
    Code:
    depth = obj_game.zero_depth + obj_game.depth_step*(y);
    And every moving boject has the same code in the step_event:
    Code:
    depth = obj_game.zero_depth + obj_game.depth_step*y;
    where
    Code:
    zero_depth =   layer_get_depth(obj_game.instances_back)   // depth of the deepest instances layer
    and
    Code:
    depth_step = floor(  (layer_get_depth(obj_game.instances_front) - layer_get_depth(obj_game.instances_back)) / room_height ) //  
    Depth_step is actualy a negative number, because lower depth is closer to the camera, while higher depth is futher.
    And do not forget to have enough depth differense between instances_back and instances_front layers, to keep your depth step >= 1;


    Now, when you placed every object in the room on different depth, you can set up collisions that will allow player to move "inside" object from above, and will not alow player to move close to object from below. You can see it on the gif.
     
  18. Arashi

    Arashi Member

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    And another piece of art. It will be a reward for creating animal language potion.
    [​IMG]
     
    Siolfor the Jackal likes this.
  19. Joe Ellis

    Joe Ellis Member

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    I'm beyond words with the art, the out of game screens are incredible.
     
  20. RefresherTowel

    RefresherTowel Member

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    Oh god, this is where I'm at as well. Only have 6 or so units "designed" in my game so far, but all of their stats of currently sit at 1 because I haven't even attempted/don't really want to try to balance them...Balancing is hard and sucks.

    The art is really beautiful.
     
  21. Arashi

    Arashi Member

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    Feb 6, 2017
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    Interested in weather potions?
    Or maybe some feral potions?

    [​IMG]
    [​IMG]

    Something is always going wrong with the potions.

     
    Last edited: Jul 31, 2019
  22. Arashi

    Arashi Member

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    Feb 6, 2017
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    Bear bear and the maiden fair.

    [​IMG]
     
    ReidDC, Pfap and Siolfor the Jackal like this.
  23. Arashi

    Arashi Member

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    134
    Finaly! Quests now can be comleted.

     
    Siolfor the Jackal likes this.

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