July Devlog
- Diogaoo Dev
- Jul 26, 2023
- 2 min read
With the new update coming in August, green and orange potions have been reimplemented, players can now purchase them at Janna's shop for a small price at the beginning. As these potions are bought, their individual value increases
Complementing this addition, players should be able to open the backpack mid-encounter and use green and orange potions to lower their lust or increase their HP when on a pinch. Heroes can equip a set of clothes during an encounter if they are stripped too.
Buying a backpack will grant the hero an orange and green potion for free. This should give an immediate reward to players who spent their hard-earned initial gold and incentivize/habituate the usage of these type of potions.
To close this topic, in these final days I would like to add a "pink potion" that will replace the green potion effect, reducing lust to zero. Green potion will have the new effect of fully recovering stamina.
This month I also came across a small issue: It's been a while since I wanted to add new initial traits, whether good or bad. The problem is how to do it...
The initial idea was to replace the "Iron Fist" and "Pacifist" perk nodes with "main trait nodes". These "main nodes" would increase and decrease the amount of good traits and bad traits required. From that node, it would be possible to choose between several nodes with new traits.
However, I'm not sure anymore if that's a good idea. Having to choose between three negative traits might seem like a bummer, but these traits are responsible for giving a certain individuality to each run. Reducing the required traits would increase the similarity between runs, which is something I try to avoid due to the already repetitive nature of gameplay. In addition, the main purpose of this implementation would be to reduce the difficulty caused by three bad traits, however, this should happen naturally once the pool of initial bad traits expand.
With that comes the problem, removing this "main trait node" would leave perk traits depending on each other, and I don't want that to happen. Players should be able to choose which trait them would like to unlock, without the need to unlock another one as requirement. I thought about adding a "dummy node" that would cost 1(?) fame and have no practical use, but that would be... Weird, to say the least. This month of August I'll be thinking about alternatives on how to solve this.
Slightly changing the subject, some of you may have already noticed, but the website was completely reworked earlier this month. During this month of July I've been working on implementing a wiki, which I knew would be a lot of work, but it's even more time consuming than I imagined. I might publish it while still in development and gradually complement it, no promises tho.
I would still like to add the new pink potion, edit some screens to accommodate this new option, and do the playtesting. You all can expect the next patch on August 4th.

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