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August 2, 2026

Devlog 36

We're moving according to plan, Arthur. The entire event system is almost ready. The event selection system is done, some event types are made. Event receiving is done too. All that's left is to tie it to days and configure the events themselves. It wasn't easy to figure out how to fit all this into the code — so they'd be selected correctly, so opposite ones wouldn't be picked, so a specific event would happen on Monday, so they wouldn't repeat every day. Once all that's working, I can move on to my favorite part — namely drawing a gorillion pieces of art.

The main idea behind the system is to add an element of randomness to the game and change the role of the current gameplay elements. That should make things more interesting from a gameplay perspective.

Overall, everything can be adjusted quite flexibly, but for now the plan is this — at the start of the day you get 3 events. The first — good or neutral, the second — bad, the third — random (bad, good, neutral). I think the names make it pretty clear already. Events will vary in scale and impact, some will be recurring, some will happen once per playthrough. We'll start small for now — for the next update I'll only make events that change crop yields, introduce various traders, and some neutral events.

Regarding traders — I want to completely rework the whole concept of trading. The current trader was more of a temporary solution, and a lot of people abused the game simply because he existed at all. Now here's how it'll work — the current trader will stay, but his prices will be very expensive. The main way for the player will be to interact with appearing NPCs, similar to the ones standing in camps. There will also be a limit on the number of deals.

For example — on Monday, a witch will always appear who sells +1 max energy for 10 gold, and she can only sell it twice. On Sunday, a crowd of starving people will always appear who will buy your crops. An NPC buying fertilizer will appear randomly, and so on. Each NPC can be designed in an interesting way, plus I made it so they can say things to you — there'll be room to have some fun.

Taught NPCs to talk. And added a limit on the number of deals.

So it'll roughly look like this — at the start of the day, there'll be an animation showing new events received, you'll be able to learn more about them through a UI element or through an object on the scene, and then see them in the world. I'm currently thinking of presenting it kind of like a newspaper.