Morningstar hasn't been too sleepy while Save Our Ship 2.4 has been updating either. The last iteration of out terrain is ready to implement, and we have new UI elements ready to go in game and make the WIP prototype look good.
It is now time to watch the grass grow, the crops develop, and then burn it all down and bury it in snow. Allegra has done great work on our plant life stages, which you'll be able to see grow and die dynamically, effecting the climate and biosphere as the world suffers bad times and springs back in the good. A vital element of a game with drastic climate shifts as part of the big crisis at the core of the Fragment's lore.
We have the bodily injury tracker art all ready to go, as well as the Health UI elements all set. Mood meter has an awesome set of indicators as well! Heal and mend injuries with this awesome medieval pip-boy utility, or check on progress as your doctors do so automatically.
Work on Flora and Fauna is going really well with a whole new range of wild organisms ready to go. For now static, but they are ready to be rigged and animated, and rendred as sprites one day (maybe?)
Cooking and crafting items are starting to take shape as well with many items rendred in a unique style of 1, 2, 3 amounts.
We're also concepting a new "card based" approach to narrative conversations, which will allow deep gestural chats with NPCs and Allies that cover a wide range of topics all with little or scripted no dialogue. This way every conversation can be emergent and procedural, based on in game events and skills, and you rarely have to get the same text twice.
There is a lot of ground to cover, but it's starting to look like a game.
Thomas Rogers
2020-11-10 07:17:12 +0000 UTCThomas Rogers
2020-11-10 07:16:25 +0000 UTC