Building a Village 06/15/2018 – New Furnishings

Building a Village 06/15/2018 – New Furnishings

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!

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Building a Village – 05/28/2018

Building a Village – 05/28/2018

Hello Villagers!

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!

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Building a Village – 05/06/2018

Building a Village – 05/06/2018

Hello villagers!

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.

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Release: Beta 1 Demo is now Available

Release: Beta 1 Demo is now Available

Welcome to Beta, Village Monsters! Three months of tremendous work has lead to this being one of the biggest and most interesting updates so far.

Toward the start I maintained a detailed list of patch notes, but as it grew and grew I realized that it was simply becoming too much – no one would want to read it!

As such, here are some abridged notes on some of the most important features.

Please note that some features were truncated or made “dark” (eg., they exist but cannot be accessed) due to some scheduling problems (and by that, I mean my son was born). They will be addressed in future patches to this demo.

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Building a Village, 03/25/2018

Building a Village, 03/25/2018

Welcome to another edition of Building a Village, the weekly dev log for Village Monsters.

It’s wrap up time here at Village Monsters HQ. There’s an astronomically large demo coming down the pipeline this month, so I’ve been hard at work putting the finishing touches on it.

Let’s take a look!

Journal Improvements

The journal is a very important tool in the game. It tracks everything – from your collection progress, to areas you’ve explored, quests you’ve done, and so on.

Until now it’s languished as just a secondary feature, but this week I began to give some much needed love to the journal.

Improving UI isn’t the sexiest of work – especially when I do it – but it’s an important one. There’s certainly a ways to go before it becomes your trusty sidekick, but it’s getting closer every day.

Improving Villager Interactions

There are a lot of villagers for you to meet and befriend in the game, so if it seems like I’m constantly working on personalities, dialogue and interactions, it’s because I am!

This week I worked on improving interactions with some of the merchants of the village. Let’s met a couple.

Koma is the innkeeper at Overflow, the town’s one and only tavern and inn. He’s a grandfatherly figure in the village, and you’ll find it easy to make friends with him and receive all sorts of sagely advice.

Piroshky is a merchant cat who once traveled the world peddling his wares – until the Glitchwood took over his home in Yonder Yellowgrass, that is. He was forced to flee, and eventually found the village where he’s set up a permanent shop.

Bug Fixes & Stability

The last demo I released earlier this year had a number of embarrassing bugs in it. There were a few reasons for this – most notably making major changes just days before the release – but there’s really no excuse for such shoddy work.

Well, the lesson was learned, and while I can’t in good faith promise that the Beta demo will be bug-free, it should at least avoid crashing on you at the most inopportune time. Much of this week will continue to be spent on simply testing and polishing the demo.

This will likely be the final dev log for Beta 1. My son is due to be born any day now, and the original plan was to compile a release whenever that was so I wouldn’t need to worry about it after his birth.

However, I plan to get a release out by the 31st no matter what, so one way or another the demo will be in your hands this week.

Building a Village, 03/18/2018

Building a Village, 03/18/2018

It’s been too long, villagers, and that’s entirely my fault.

I mentioned last month that I was being unusually productive, and that has continued into March. This is, of course, a good thing!

However, the downside with being a one man operation is that when you’re productive in one area you tend to the let the others stagnate.

I’ve tried (and failed) at many different approaches to balance dev and social since the Kickstarter completed, and it’s time to admit it’s just never worked. So! I’m going back to the old style that I know worked for me and for you: weekly updates that focus on the three most interesting things I worked on that week.

Enough preamble! Let’s get back to it.

Areas of Exploration

The area outside the village has been receiving several design passes in an attempt to make it more diverse and interesting to explore. Let’s take a mini world tour to look at some of the areas you’ll be able to visit.

Here we have the Memorial Meadows, a somber area that houses grave stones, memorials, and other monuments to death. Parts of it are carpeted in flowers and overgrowth, and it’s overall a very peaceful place… albeit a disquieting one.

These are the Agrarian Acres, a large plot of arable land just outside the village. The farm provides food for everyone, and as you establish your reputation in the village they’ll allow you to use some of these fertile fields to your own benefit.

The Acres will also be an key area for folks that are interested in critter catching, collecting, and training. More on that later!

The forest outside of the village has been expanded. It is now known as Firetree Forest, and it stretches far to the north and south. Northern Firetree is currently inaccessible due to a bridge that burned down, but perhaps there’s another way…?

Personality & Flavor

A great many things have been locked down in the last month: the areas you can explore, villagers you can meet, activities to do, and so on.

Now that the world is a bit more concrete it’s allowed me greater flexibility in adding flavor and personality.

Many villager homes are now properly furnished and decorated. This’ll still change continuously as I add more furniture and decor to the game, but it’s already a large improvement over the mostly empty homes they’ve had to endure in the past.

The effort to write villager dialog has been going splendidly, especially as it relates to contextual dialog. You can expect villagers to comment on the weather, time of day, holidays, recent events and exploits, and much more.

The village has enjoyed addition levels of polish and detail to each of its districts. Here we can see the civics district, home to the town hall, event plaza, traveling merchants & visitors, and much more.

A Novella of Dialog

Sometime toward the end of February the Village Monsters script reached 18,000 words. I’ve since stopped counting because at some point the answer is the same: there’s a lot of words here.

Not all of it is implemented into the game, and most of it won’t be encountered by folks just playing the demo.

Still, this is a major part of the work left to do on the game, and I’m thrilled with the amount of progress I’ve made on it.

At the risk of promising too much, I think you’ll be extremely happy with how dialogue is handled in Village Monsters compared to other life sim games. I’m going to great lengths to ensure dialog comes across as natural, immersive, and avoids common pitfalls such as coming across as repetitive or generic.

I’m very happy to go back to these weekly updates, so I’ll see you all next time <3