The MiniLog: Sweet Dreams
Hi everyone. Happy New Year!
I hope you’ve all been enjoying the jolly season. With one year behind us and new year ahead, we’re kicking things off with a brand new update.
A Quick Recap
For anyone who hasn’t seen the last update ([0.16.0-A]), that update saw the addition of lantern item and some player triggerable fap text events.
The fap events play out in a similar manner to the item consumption events but are triggered voluntarily by the player. These events will be updated as time goes on to account for more unusual bodily configurations and traits. For example, there is a certain milky curse which needs to be factored into some of these scenes. If I want to get really granular I could account for cases where the player is under the influence of certain potions or their current surroundings. Triggering a scene in a public place could play out differently to the same scene a remote location, or monster infested dungeon.
Improved stat integration is also a point of interest. We have some stats under the hood like sensitivity and skill which if properly utilized could allow us to include greater variation as well as success and failure cases.
Moving onto what's new~
Sweet Dreams
I have added new functionality to the in-game beds. You may now interact with beds and sleep to skip time. I foresee there being more ways to rest in the future. Campfires and bedrolls could potentially serve as a means of creating deployable rest spots anywhere, but before that I’ll probably be adding a “wait” button so you can skip time without needing to necessarily rest at a designated resting spot.
Over the next week the rest system will get a couple more updates. I will be updating beds to prevent resting when monsters are nearby or at the very least warn the player. Maybe we could use monsters in the vicinity to trigger chance based sleep events. It is something I may consider. What you think?
In addition to enemy detection, I’ll also be making it so the player gains rejuvenated stats, and a “well rested” bonus depending on how much time they spent asleep.
Other New Features
I’ve implemented the [Sainthood] glow, [All That Glitters] and [First To Aid] trait functionality. We have a new [Silver Bar] loot item. I’ve added a new garden tile to dungeons and increased the light level for garden tiles as those rooms can be rather dark.
Changes & Fixes Abound
A slew of fixes and more much needed under the hood clean-ups.
Fixed: Issue where player would fall and take damage in the character creator when scenes would have long load times.
Fixed: Issue where attacking while facing all the way upwards would cause the player to be rotated upside-down and all around.
Fixed: Issue where character gets stuck when walking over prison room floor grates.
Fixed: Issue where dashing while jump attacking would cause the player to fly off into the sky. Player must now be grounded before initiating a dash. Air dash will be added in a later update.
Fixed: Issue where player could trigger attacks while ragdolled
Fixed: Issue where the system was applying the Maiden Curse trait even when not selected at character creation.
Fix: Reduced slime attack range from 60m to 8m, and made other minor corrections to slime AI. They will no longer pounce at you from across the map.
Fixed: Issue where crystal in small dorm room on bed could not be interacted with. Replaced with arka crystal loot item.
Fixed: Issue where knife in small dorm room on shelf above bed could not be interacted with. Updated shelf collision properties.
Change: Player trait data now centralized in data table and made it so all traits have some info description which can be displayed in game in the player trait overview panel. Also, added a toggle to optionally display this info at character creation.
Change: [First To Aid] info description changed from "• Healing you apply to companions gain a 10% bonus." to "• Healing you apply to yourself and your companions gains a 10% bonus."
Change: Engine updated to 5.7
Updated Credits
Upcoming
The next update is expected to drop next weekend. More dungeon developments are planned. I’m currently working on new obstacles and rooms as well as a shop system and elevator to transition the player between floors. Variable fog between rooms is high priority, and I am also proceeding with work on the spell select interface.
There’s much to do and I’ll have more to talk about next week. Until then~
Comments (1)
hell yea
