VERY EARLY ALPHA DEBUG BUILD: On the Vine by captainstupids - itch.io (password wgforum) Will update and remove the password when it’s ready for the public.
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.
My TODO list right now:
High Priority:
- [BUG] Clicking on ‘set out for the city’ doesn’t work yet and I forgot to disable it.
- [BUG] Restore menu doesn’t have user-feedback after loading is done.
- [BUG] Not all exploration events in the outlands pass time.
- [BUG] If your inventory is open you can still interact with other UI elements and maybe break stuff.
- Maybe rebalance the caravan encounter (and maybe add a new item).
- 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.
- Need a way to get to the next area.
- Next area: the city
- Next area: the office
- 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] 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.
- Male player model needs clothes and a sitting animation.
- More animations or different animations for both player avatars.
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?
Spoilers for Areas, Events, Etc:
General progression and planned areas:
The Player starts in the outlands. If you encounter the caravan and are charming enough they’ll tell you about the city. You might still discover it yourself but knowing about it will help. I’m thinking that to prevent people from just rushing to the end I should make a soft boundary where it takes a few days of walking and might pop the player if they haven’t stretched enough. This means they need to find at least one elastinup and a battery. The city challenges should be harder(?) because it makes sense, but there’s not really a combat system. Speaking of the city…
The city has fresh water. 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 the city instead of bandits might be good. I still don’t know how I feel about bandit encounters in the outlands.
If you get lucky, you’ll find an access card which will get you into the office park.
The office park is one gigantic building with a central atrium that extends deep below the bedrock of the city. The first floors are access control, public offices, transit. The lower floors are, in order of increasing depth, polymer lab and material science, pharmaceutical lab, security stop, bioscience and genetics lab, parapsychology lab, anomalous materials lab.
Each of those deeper sections has a bit that might help with the expansion theme/blueberry theme. Polymer and materials lab gives a two-part expanding compound. Pharmaceutical lab has elastinup and more experimental stuff. Bioscience and genetic engineering is the source of the tentacle monsters. Parapsychology is a hold-over area from an earlier version of this game where you could mind control people and make them ingest the two part compound and things like that. Anomalous materials has things that are just plainly supernatural. A big finale and spoiler-spoiler would be the infection isn’t human-made at all, but was paranormal in nature like the mold from Control.
But all that is secondary to the real gameplay and I’m still figuring out content for the city and the office.
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.