Devlog #2: Starting development



Hi, and welcome back for another round of juicy updates! Since our previous devlog, we’ve been brewing some interesting features you will certainly wanna know more about.

For starters, it’s always good to remind you where we were last time. Our game already had a working lobby for joining multiplayer games, and working characters you could use to roam your screen freely.

Since then we’ve been working on a few things:

First, as a team, we landed upon the set of minimal potions we will be including in the game moving forward:

  • Healing
  • Sleeping
  • Speed
  • Poison

This does not mean we won't be adding more potions along the way, it’s just a baseline to start implementing stuff, and could potentially be expanded later on.

Second, we finally agreed upon a starting level design, and started implementing it in godot. This includes the disposition of items and furniture. It’s all just visual at this point. The client counter and the recipe book are present.  For our next devlog, we expect to add tables and potion ingredients, and also integrate our character and customer models to the level, allowing us to implement and begin testing interactions between all of these components. We also expect to start designing the recipe book.

Level layout


Third, we added our first npc customer model, which corresponds to a cleric. This is one of many possible client designs that we want to add to the game. It has a collision shape so the player can interact with it from across the counter.


We’ve also added our first iteration of a client’s dialogue window. This window pops up when a player interacts with a customer, and gives information to the player regarding a customer’s request. This hopefully will help the player understand which potion is needed in each case. The client has a progress bar above him which represents his remaining “patience” and gets lower when time passes. When the bar is completely empty the customer leaves.

We still have to implement the interaction between the player and any given customer, and test this functionality. We also plan to add at least three more customer types, which we already have assets for. This way we have at least one customer for each type of potion.

We’re also working on implementing a controller class that manages how often customers spawn, and selects which type of customer and which type of request ends up showing in the dialog accessible to players. It also manages scores for completing or failing customer orders.


Last, we managed to implement the ability for players to pick up objects, such as potion ingredients, to move them and to drop them once no longer needed. Work is needed regarding the visual aspect of this interaction, as for now, the objects simply float in front of the player when holding them up. Placeholder items were implemented for this demonstration.


That's it for today.  We hope to have updates very soon, but until then, Have a nice day 🙂

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