Welcome to another (slightly late) weekly developer diary of Village Monsters!
Another productive week is under the belt and we’ve had so many of those in a row that our stomach is full to bursting. I let that analogy get away from me, so let’s cover our losses and proceed with the update!
Welcome to another weekly developer diary of Village Monsters. It’s been a productive week over here at Village Monsters HQ. Maybe it’s because my area has escaped the heat that as seemingly conquered the rest of the world. Maybe it’s because my new developer pipeline is really starting to shine.
Maybe I just had a lot more Red Bull than usual. I don’t rightly know, but I’m sure I shouldn’t question it. Let’s take a peek!
It’s a partly sunny / partly cloudy day here at Village Monsters HQ, and it’s perfect weather to reflect back on a productive week of work.
I’m trying something a bit new this week: instead of a handful of items with detailed explanations I’m going for a lot of items with just a screenshot and blurb about the change. The idea is to make these logs easier to write and more entertaining to read.
Happy Summer, villagers!
The days are getting longer and hotter here at Village Monsters HQ, and that makes it easy to tell I’m a game developer: all I want to do is spend my days inside working on a computer.
As with previous weeks this is a very dialogue focused update, but I also managed to sneak in some new furniture and decorations, so let’s get to it!
It’s a long weekend where I live and summer is about to start, though when you work all day in a dark room it’s not as different as you might expect.
I’ve been busy at work on Village Monster, and I’m excited to talk about what I’ve done in this week’s dev log. Let’s get started!
This Building a Village will be a little different than usual. Instead of recapping the past week’s work, I want to do a deep dive on the single most important feature of Village Monsters – its dialogue system!
Each kind of game values dialogue a little differently, but it’s the real bread-and-butter for a life sims like Village Monsters. Yet despite its importance, it’s often a double-edged sword that can end up doing more harm than good.
When dialogue start falling apart – getting too repetitious, too predictable, or maybe even too generic – it is often a death sentence for life sims. After all, these are games that value building immersive relationships with NPCs, and there’s no quicker way to ruin that then to feel like you’re talking with a boring robot.
There are certainly many ways to deal with this problem: some designers prefer having strict control over the script. Others may prefer using “adlib” style conversations to give the illusion of infinite content.
For Village Monsters I wanted to try something new – and this post will talk about what I’ve done.