Re: Twitch and more Map stuff

Hey, guys! Got a few things I wanted to discuss! 🙂


I wanted to announce: I will probably NOT stream for a while. Reasons for this are: 1) relatives are visiting for a month, so I can’t dedicate 3 hours to streaming, at least not regularly; and 2) I’ve gotten reports about harassment and threats on watchers.

So, for the meantime, little to no streaming! That being said, I’d really like an alternative community so people can have a chance to speak with each other, but, uhh… I’ve got no idea what that can be. My first idea would be a forum, but I don’t have the time to moderate it. Besides, I don’t even have a game, so I figure that’d be… kind of weird to do, haha.

Anyway, while I mull over that, onto progress!…



Camp outside of camp

Just spent my time drawing roughs for backgrounds and refactoring the Exploration system code this week. I was hoping I could get the programming for it done this week, but I spent most of my time reading up on programming logic. I learned a lot, but I think it has actually impaired my ability to program since my priority now isn’t, “Does this work?” and more “Is this flexible?”

I think I was going to talk more about gameplay mechanics, so I’ll give a more detailed explanation of what’s going on! I also forgot to give screenshots, so here’s a repost:


Placeholder art courtesy of my brother

Exploration is a side scrolling system using WASD / Arrow Keys. Objects and characters can be interacted with, which should bring up the normal say screen overlay. (Character, text box, and words; the VN portion, anyway). In Exploration mode, players change locations by either 1) entering homes (interacting with places on the map), or 2) reaching the ‘end’ of a map.

Maps, however, aren’t connected. Leaving an area brings up a Main Map (seen below), where players can choose the next area to move to.


imagine the white boxes are buttons to locations ^q^

This Main Map is available on both Exploration and Navigation, so deciding to look around camp won’t be as tedious as, say, leaving from Aleo’s tent and running through 20 different areas to get to a destination. The main differences between the two are: in Exploration, players have more things to interact with, while Navigation is just the ‘essentials’.

Some things you can do in Exploration that you won’t be able to do in Navigation are: finding items to give people, triggering random events, unlocking activities for the Daily/Weekly planner, experiencing minor character events and backstories, doing quests, and speaking to NPCs. These aren’t imperative to getting on a route, so if you don’t want to run around, you’re welcome not to. After all, Navigation will still have: major character interactions (you can interact with them in exactly the same way as in Exploration), major (character) events, and shopping.

Characters are also planned to have ‘schedules’ where they’re in specific places during certain times/days of the week, but you probably won’t be seeing them walk around since the game isn’t run in Real Time. There’s randomness with regards to spawn locations, but players are always capable of figuring out where the character they want to speak to is by 1) asking NPCs, 2) using an item, or 3) toggling a boolean in the preferences.

Phew! So that’s about it! Hopefully this is a clear enough explanation of what’s going on, though it’d probably be better if I had screenshots to illustrate… o|-< Maybe when it’s more complete? Which will hopefully be by the end of this week?! (haha, probably not given my coding struggles, send help)