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Krasten is the personal gamedev project of @gc. I'm making this game as a hobby and plan on releasing it for free (hopefully with many updates to follow), but if you want to support my work, feel free to buy me a coffee. :3

It's going to be at least a couple more months (if not longer) before 0.75 is ready for a public pre-alpha build, but I'm working hard on the code and I think you'll like how it's shaping up. :) (7/7)

There's also dynamic tutorial messages explaining other game mechanics as they become relevant, such as a message explaining hunger when the player character starts to get hungry. These can also be disabled in the options if desired. :) (6/7)

Another major improvement is the addition of a scripted introduction/tutorial sequence (which can be disabled), that introduces the player to the basic controls and game mechanics before letting them loose on the world. This should make things a lot less confusing at first. (5/7)

This is intended to really flesh out the game world and make it feel like more of a living, breathing place, rather than generic copy-and-paste NPCs all shambling around. I'm really excited with how it's looking so far, and looking forward to sharing it when it's done! (4/7)

In addition, a great deal of the generic templated NPCs are being replaced by unique, named NPCs who'll all have their own quests, day-to-day schedules (the schedule code is actually already in place in 0.74), factions, and so on. (3/7)

There's been a few thematic changes, some factions and items being altered, but mostly, 0.75 is all about mechanical improvements. The old quest system has been revamped hugely into a full-fledged NPC conversation system with branching dialogue trees and more. (2/7)

Okay so big update time, since I've not posted much here about the project lately, but I've actually been working on it a whole bunch.

One of the biggest updates is 0.75, Tabula Rasa. This is a collection of major changes to the game word and gameplay: (1/7)

Tinkering more with the new fire effect on Krasten's title screen, because it's fun. >.> Added some wind influence, heat variance and hot spots.

00:00 to 00:10 = original fire effect
00:10 to 00:20 = yesterday's effect
00:20 to 00:30 = today's tweaks

It's been a pretty productive day of coding today! I've added a couple of new colour palette options for colourblind users (thanks to @xaphania for the help!) and revamped the options screen from the crowded mess it was before (first pic) to multiple options screens (second pic). ^^

Krasten boosted

Is anyone here colourblind, or know someone who is? I'm working on some alternate palette options for @krasten, and it'd be really super helpful if I could get some feedback on the colour choices from colourblind folks (preferably all three main types).

Also in this version of the game you can jump out of a window on the FAC tower and probably badly injure yourself. If that isn't a selling point, I don't know what is.

okay so things aren't really at the point yet where I'm quite ready for another public pre-alpha release, but I fixed an absolute ton of bugs lately and I don't want people to judge my project too harshly by its older versions.

So if folks are curious:

There aren't many quests and such up right now (I'd hoped to get a lot more of them finished before my next release), but there's a bunch of other new features in place now. :3

Just because "why not", I've added a second, alternative font to Krasten! They can be toggled back and forth at any point via the options screen.

They're both here to stay, but which do you guys like best? I can't decide which one I like more. :3

Still no terribly exciting new features to report yet, but I've just finished a massive overhaul of the saved game system that cuts down loading times of saved games from 5-10 seconds, to around 1 second or less.

I'm unreasonably proud. :3 Big thanks to @BeerFox for the help!

Among other things, today's project update includes taxis, which you can use to take a quick trip to a previously-explored, road-accessible area!

Adding a regional minimap to the destination selection menu was tricky, but I think it worked out really well. :3

Been working on some more coding on Krasten the last couple of days, but sadly, nothing much to report here -- it's mostly internal stuff, adding Lua scripting support, replacing some of the internal testing/debugging code with Lua scripts and so on. :3

Neat feature update of the day: as the player's sanity level gets lower, the minimap in the HUD becomes less and less useful.

Not a huge amount to report lately, but today I've added in some early code to support mouse input. It's still kinda experimental, but the long-term goal is to allow the game to be playable via either keyboard, gamepad or mouse (or any combination of the above). :3

New feature in today's AI updates: it's now possible for NPCs who hate each other (incompatible faction and alignment) to get into fights if one NPC threatens or insults the other.

Also, NPCs will sometimes join fights to aid their friends against mutual foes.

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