This release adds a new fatigue mechanic that is based on how well rested
you are, and the time of day. Getting fatigued will negatively impact combat,
but can be reset with a good night’s sleep. Sleeping in your own bed will
give you a small bonus against becoming fatigued.
When you sleep there’s a chance you may dream. You, the player, remain
in control of the dreaming player character, and get to explore various
dream scenarios. Some of these will be just “regular” kinds of dreams
(or nightmares), others re-live times past or potentially presage the future.
Dreams end after a certain amount of time, when you meet a condition, or if
the dreamer dies (not ideal). Depending on how the dream ends it can have
an impact on the fatigue stat for the following day.
The first dream you are likely to have is a flashback, that begins to exercise
the underlying engine, creating characters on the fly. It also introduces
the first part of the main quest line.
I’ve also managed to achieve “parser singularity”, which was a personal goal
for my own sanity and to improve productivity. Up to this point there have been
four parsers in the game, one dealing with text substitutions and three with
expressions. Due to, well, bugs, these weren’t equivalents to one another,
meaning there were subtle differences in the syntax that caught me out because
I couldn’t remember which one was being used where. There is now just one core
one, so there’s only one syntax to remember (and document), and one set of code
to maintain, and a better set of error handling for when I mess up.
New stuff:
- Sleeping, dreaming, and fatigue.
- Added three dreams.
- First part of main quest.
- Additional dialog with some villagers.
- Added goats as a starting species.
User interface stuff:
- First custom character in game.
- Fixed some issues in the character creator.
Other bits:
- Achieved expression and text substitution parser singularity.
- Fixed an issue with looking at socks on the floor.
- Added horns, fixed the bodge around noses.
- Story text is now echoed to the output stream, allowing cut-n-paste if the
game is run from a console. - Further refinement of the combat engine.
- Fixed a serialization error on an un-searched corpse that was breaking saves.
- Full cloning of in game items.
- Partial loading and re-loading of game XML.
- First steps to allow other games to be built on top of Yaffaif’s engine.
Known bugs:
- Kobold guards have been caught eating their own “weapons” - it’s emergent behaviour (sort of)
- If the player dies the game pauses briefly as it runs several in-game hours of “simulation”
- Starting character sizes may be a little off after changes and need some further tuning
As usual, download from the usual place, and start a new game. Previous saves will not have the new content, and will likely fail to load.
If you would like to support the development you can do so on Patreon where there are a number of different rewards, including walk-throughs, developer documentation, early access, and more…
Release v0.32 (Patreon Early Access) includes:
- Gods, shrines, and fetishes.
- Road to Twizelford now open with two paths and the bandit camp.
- First rough of the farm.
- Village bandit quest can now be completed.
- Fertility statue now “works”.
- Advent dream now room-complete, but not puzzle complete.
Alternatively, if Patreon isn’t your thing I have a tip jar on ko-fi