Dysplaced Dev Diary 4 - Horsing Around and Feature Snippets

Hello! This is our first dev diary for this year. As should, we’ve been busy developing the game, and it is progressing quite nicely. There have been some nice new additions to Dysplaced. While I cannot offer a comprehensive package on a singular set of features this time, there are still some interesting things to discuss. As always, everything shown is considered a work in progress, so if something looks janky, that is why. [h2]Horse[/h2] What would an adventure in a fantasy setting be without a trusty steed? People hoped for a mount in our last game, Dysmantle, but we could not get the mechanic working properly. We had an internal “demo” of the feature, but it looked too goofy to release. In Dysplaced, you can tame a horse at a certain point in the game. First, you need to learn how to accomplish the feat of taming, and then you need to find a suitable equestrian buddy to tag along with your adventures. After that is said and done, you will gain access to the “Horse Whistle,” which will almost magically bring your new buddy to where you need them. [img]{STEAM_CLAN_IMAGE}/44300481/8721aea9b48e79049db56c15a209e84624fa8e76.gif[/img] While riding is already implemented, there is always some fine-tuning regarding animations, so consider this visual work in progress. It would also be fun to add some additional mechanics to your horse so it wouldn’t just be a four-hooved taxi, and we are open to listening to your suggestions. [h2]Talking mechanics[/h2] With the addition of NPCs comes the necessity of conversing with them; otherwise, they are just background fodder. We aren’t trying to aim for the level of complexity in dialogue choices seen in large blockbuster RPGs such as the Baldur’s Gate series, so don’t expect deep moral choices. A good comparison would be how the Legend of Zelda series handles conversations. You engage in the act of speechcraft with any given NPC, and a text box containing the vital information pops out. [img]{STEAM_CLAN_IMAGE}/44300481/c0698231c76615b47c14c19344e9e2a98ddaeacd.png[/img] You are free to read the text at your leisure, and as with Dysmantle, we have some keywords highlighted in different colors depending on the context. As a bonus, there is a small portrait of the person you are talking to to give some added depth as you watch longfully into those big, loving eyes… Ahem. We won’t likely have multiple dialogue options for the player. Still, at some points, the player character will have a preset answer to guide the conversation, giving the dialogue more structure. [h2]Primary Attacks & Secondary Attacks[/h2] In the last dev diary, we talked about combat a bit, and since then, we have made some additions. In Dysmantle, you had two attacks: the basic attack and the power attack. The basic attack was a repeating swing, and the power attack was a stronger attack you activated by holding the attack button down. This time, we separated the two attack types into different buttons and renamed them “The Primary Attack” and “The Secondary Attack,” wild stuff, I know. The primary attack is the "standard" set of swings for a weapon, the basic option, so to speak. These are utilized both in combat and for breaking objects. There's a three-part combo animation for each weapon type so the attacks flow together more seamlessly. We might add some parameters and added value for the player on executing the combo fully, but this possibility is still under review - we try to avoid too much complexity with the combat as this isn't a fully combat focused game. The Secondary Attack usually has an added effect in addition to the swing. The main point is, that it does something else than the primary attack - gives you an option. For example a massive overhead swing with a large hammer may make the ground shake with a massive blow and affect any enemies in the area. This is something that depends on the weapon type. Secondary Attack can cost more stamina to execute and might require more precise timing, lest you get hit. Next are a few visuals on the first iteration of these new combo animations and secondary attacks on two different weapon types. [img]{STEAM_CLAN_IMAGE}/44300481/7a0049b1f38b184bec6006a1ef4a7066784728ce.gif[/img] [img]{STEAM_CLAN_IMAGE}/44300481/e5ca461ae6adb7343fcc3adbecafe08208be325c.gif[/img] [h2]Buff icons[/h2] Dysplaced will have several ways to enhance your player character, both permanently and for a timed duration. As mentioned in earlier dev diaries, this is accomplished by cooking food and concocting alchemical solutions. However, situations may arise where you simultaneously have many effects, making them hard to track. Worry not! For timed buffs, we have added small icons under your health bar to show you how much time you have left before the effect dissipates. It also helps with remembering [i]what exactly[/i] you did gulp down five minutes ago. [img]{STEAM_CLAN_IMAGE}/44300481/377220636b8eb99b176515dcd90ac15957304b76.png[/img] [h2]Map generation visuals[/h2] For the final part of this diary, we will look at the improved water shader and its astounding effect on the minimap. The island used for this visual is one of the first tests we ran on terrain generation and has since served as a test map, so don’t worry about spoilers. So this is how the visual map generation used to look last year. As you can see, the water is tiling badly and looks dark all around. [img]{STEAM_CLAN_IMAGE}/44300481/9e52c53b6cd35c7fb063bd268c02b402f2e8c5db.png[/img] With the new shader, you can gauge the depth of the water more easily. This is important as you need to gauge whether some shallow areas are worth crossing or if you will run out of stamina and drown. Another nice part is that the island has a more natural feeling as it is more grounded in the world now. The ground is also a bit more colorful now, almost inviting you to adventure on it! [img]{STEAM_CLAN_IMAGE}/44300481/8a701814167dc902d69f61874ed277ede69357d5.png[/img] That is all for this time around. We are hard at work here at the office, and the sun rises a little bit earlier every morning, giving hope to the winter and giving way to spring. Well, one day at a time. Until next time!