Public Release: Blueberry Bushwhacking by captainstupids
BTC donation: 1KH826NkN9FmjLchVAcJ38Mf12X9bqnmLe
tl;dr: People are filling up like blueberries all over the world. Society has fallen apart. No zombies; just blueberries. Don’t starve. Don’t pop. Encounter bandits. Find juicing machines. See if you can find a cure, if you want to.
I tried making this game a while back and didn’t really make much progress on it, but after closing Accident in the Alchemy Lab I decided to maybe try it again. It’s inspired by Corruption of Champions and 60 Seconds!. It has some more graphical elements than CoC and is more focused on inflation.
I’ve been going back and forth on some UI concepts, since that’s most of the game. It pains me a bit, but I’m thinking I might get rid of the clickable items. Right now you can tap on the bed to sleep, the arrow to explore, and the backpack to browse inventory. These could be just UI elements, which would mean the player is the only thing in the world.
If I keep things clickable in the world, then people could “find” stuff like old adventure games. You’d need to pay attention to more than just dialog. The downside is everything has to fit in the camera and it can be a little bit unpleasant.
Most of the gameplay revolves around balancing hunger, juice-fullness, sleep, and other needs. Sure, the carrot might sate your hunger, but it will add to your infection. You’re so full that you’re having a hard time moving around? You could fill yourself with helium, which will make you lighter, but make sure you can stretch that much.
Combat mechanics are too limited right now, so I’ll probably spend a lot of time fiddling with that. I picked a reduced set of skills, intelligence, charm, and strength, for social encounters, but if combat is too basic I might add dexterity and fortitude. I’d have to backtrack and add that to the social encounters. Not loving the idea, but maybe there’s another approach to combat that’s better.
I’m putting this out as a dev log, I suppose, and will probably copy all of it to the itch page when I feel like it’s ready for people to play. I’ll probably also ask questions that I’m not sure about or lament having to remove stuff I spent a long time on because it’s not working.
Tips:
- Elastinup is one of the most valuable items. It increases your max size.
- Infection reduces the rate at which your hunger increases, but increases the rate at which you fill from exposure to water.
- There are multiple ways to reduce how full you are, vacuum cylinders and the juicing machine being the most obvious, but there are more subtle ways.
- YOU WILL DIE. A LOT. You’re not doing anything wrong. I’ve run into bandits and lost in the first moves.
My TODO list right now:
High Priority:
- [BUG] One of the bandit encounters is unfairly difficult and can on-shot the player.
- [BUG] Restore menu doesn’t have user-feedback after loading is done.
- [BUG] If your inventory is open you can still interact with other UI elements and maybe break stuff.
- Some kind of ‘popup’ menu that gives notifications instead of the always-present pop-over? Or maybe just a new way to give popover messages for things pending display.
- Next area: the supermarket
- Hitting “load game” after dying seems to lock up. Need to restart the game before hitting the button. (Fixed!)
- Male player’s waist diameter in meters was being miscalculated and was lower by 2-3 meters.
- Restoring a saved game doesn’t reset the player’s displayed fill until a rest or action.
- New game menu should let user pick a strength, intelligence, or charm bonus.
- Make sure all the outland bunker encounters have an ending.
- Game over should end the game.
- Male player avatar
- Exploration should have more options, like “search nearby”, “search far” so that people can choose to spend more or less time outside.
Low Priority:
- [BUG] Not all exploration events in the outlands pass time.
- More animations or different animations for both player avatars.
- Player models could use some clothing physics. I took out the old system because it was too buggy and distracting but I really want to add clothes so that people can pop out of them.
- Male player avatar’s hair disappears on mouseover sometimes.
- The wastelands look bad and I want the day/night cycle to look better.
- Player skin should tint as ‘infection’ increases.
Maybe/maybe not ever:
Change how hunger works right now because a few encounters involve stuffing and that wasn’t really planned. If the player is overstuffed it causes damage, but maybe we could refine it.- Related: rebalance max fill for the right difficulty or make it selectable. I wanted about ten days of time for players to explore before popping, assuming they don’t starve first or get injured.
The internal representation of messages should change and give us “priority” so we can not always display how the player is feeling.- Maybe remove the in-scene interactables and just make them UI elements.
- Combat system to break up exploration?
- Elastinup should maybe increase max fill more than it does maybe? It’s a rare item, so maybe it’s worth decreasing a player’s stretch and making elastinup the only way to increase size.
- Can we have both a compatibility build AND a high quality build? I’d like to use the Forward+ renderer so I can do nice screen-space filters and better lights, but it sounds like people may or may not have the hardware to run that.
- The scripting language sometimes feels a little limited. Perhaps there’s a better way to handle story flow?
- Make UI non-diegetic. This could take away from immersion, but… EDIT: This is done.
Spoilers for planned areas and events:
The farm doesn’t have anything aside from contaminated produce right now, but there will be an interesting NPC who offers milk instead of juice, assuming you’re smart enough to harvest it.
One of the recurring themes in the game so far has been “infection LOVES freshwater”. You’ve probably noticed that if you’ve gotten stuck in the rain. Well there are creatures which like that, too. I like tentacles, so encountering these in a certain part of the outlands is planned.
There’s a plan to add a superstore with a well established occupant.
I’m still figuring out how to add difficulty other than random chance. The careful allocation of resources and gambling is working out nicely and I still find myself playing the game, but I’d like there to be an “easier” way to rank up the difficulty and make it less slot-machine gambly.