Bad news is, I won't have a public build of this available for a while - there's a LOT of things I want to improve and fix, and I'm not gonna be happy releasing anything for a while yet. But I'll try to keep new developments and updates posted more regularly here in future. ^^

Combat's had a massive overhaul, permadeath is back (with certain ways to avoid it), there's varied starting scenarios, new areas, new NPCs, new items and weapons, a huge overhaul of the database engine, in-game tutorials and a scripted intro sequence, and a whole lot more. :D

A big first one to mention is some major improvements to the NPC AI. There's a new branching conversation system, a vastly improved faction standing system, an overwork of enmity, more social interactions between NPCs, and nore. :3

Hokay, so I've been kinda lax on the updates here recently, but development of Krasten is still very much ongoing. :3 I just want to cover a few of the new features I've been working on in the last few months.

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

@sanctus Agreed; after some experimenting, I've made the sans-serif font the default now, with the serif used for certain UI elemenets. And an option to switch back for people who prefer the serif font, of course. :3

@SciFiGameDev That's not a bad idea at all, actually. Now I'm tinkering with different font combinations out of curiosity. ^^

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

Show more
Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.