Devlog #26


 Hello Drynorians, it’s been a long time! I’ve been planning to make a Patreon post for a while, but I keep working on the game whenever I find energy to work instead, and since there are so many things to talk about I unconsciously kept avoiding it, sorry for the long silence.

 ShySeel is back and has been working on assets for a while now and we have almost everything we need for the upcoming update. 

 Since we have stopped updates, I got myself busy with renovating many systems as well as adding new ones. Mainly improved how inventory, equipment, loot and shop systems are handled, in the end I merged them all into a one system while adding full mouse support. While mouse support means touch screen support in most cases, there are some cases where the mobile version needs to work differently, so I won’t be releasing a mobile version at the same time as the PC version since it might take some time to make the inventory interface compatible with touch screen.

 New quest system shouldn’t affect how it’s presented to players but I added new features that I wanted. For example, some quests now can have several steps(like Dianna’s upcoming quest). Another feature I added is; quests in older versions will be compared to the latest version and changes will be matched, like their titles, descriptions or requirements, everything except it’s status in the loaded game.

 

 With this update, I switched to AdamJuju’s Scribble library for text rendering, so you’ll be seeing lots of colored text, though sprites in texts are a bit buggy, I might need to switch to the previous version to fix that but it’s nothing crucial.

 As usual, added new features to the dialogue system as well, some choices in dialogues can have stat requirements from now on. I also improved my YarnSpinner parser, making my job easier when I’m writing dialogues or cutscenes. I’ve never been satisfied with dialogues I wrote until now, so I constantly kept going back and forth writing dialogues and modifying cutscenes. I changed lines in the prologue, dialog lines of Evenon, Ann and Dianna.

 Personality stats are also changed. I want to keep the count of personality stats as low as possible, so people can actually keep track of them and each of them will be meaningful. And since now I can put some dialogue choices behind the stat requirement, they’ll start to affect player choices.

 One thing that kept bothering me for a while is saving and loading objects that are interacted by the player in maps. Like leaving loot on the floor, mining, gathering or woodcutting. Now it’s kept in rooms own save data. Mined resources will spawn after some time, mostly in 3 days currently.

 I overhauled each system with an interface and remade the main menu from scratch for the sake of mouse+touch screen support. While making the main menu from scratch, I designed each menu as a separate module so you can now open options and load game menu without going back to the main menu.

 I finally improved our shaders. I've been struggling to implement shaders for lightning effects, but I finally mostly fixed it’s issues. There is a little problem but it’s not really noticeable, so I’ll just leave it there for now and fix it later.

 I thought about making this version compatible with early save files, but I didn’t just change the quest system, I also changed how character stats are handled, saved and loaded, as well as equipment and inventory, not to mention save files are now encrypted for the sake of lower file size. So I quickly dumped this idea since it’d probably cause more problems than it would fix. A corrupt save file might be worse than no save file since players might not notice the first time they load their saved game.

 With this update, I’ll make our Patreon page NSFW again so I can open polls here, but it’ll be mostly SFW anyway, since posting adult content forces me to put posts behind the paywall. Opening polls on Discord was never going to work and not many people are using Subscribestar.

Hey there, it’s Shyseel. I took a break for a while because of health issues, now i’m back! I’m sure the game changed a lot since the last update and I added a bunch of assets as well. For this update I'm the most excited about shader me and pyschomale worked on. It changed the entire feel of the game in my opinion. 

Aside from that, I added a new boss which is one of my favorite sprites so far. Honestly looking back at some old animations and assets makes me cringe. I’m just hoping that we will have enough time and resources to renew everything in the game. I still have so much I would like to add. I hope you’ll enjoy the latest update!

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