Devlog #5: Missing mechanics and polishing


Hi, and welcome back for another round of juicy updates! Since our previous Devlog, we’ve been hard at work implementing stuff, and we have stuff we would love you to see:

For this Devlog we made some animations to enhance the information and feedback given to players, in this case we made a shaking animation for the customers of the store. When the customers have reached halfway through their remaining time, they begin to shake, indicating their anger, frustration and impatience.  If they are not given the product they want, they will leave the store. For our next update, we expect to be able to dynamically change the potions requested by customers when they spawn. This way they can randomly ask for any of the potions available to be made.

Following the different mechanics added in previous installments of this Devlog, we’ve expanded gameplay mechanics to include a new tool available to players: The mortar.  Functionality for this tool has been added to the game, allowing players to craft new items and ingredients for use in the shop. The mortar, unlike the cauldron, only requires a single ingredient in order to craft something new, and operates exactly the same way the cauldron does, by depositing items by pressing Q, and picking them by pressing Space.

Additionally, chests have been placed in the map, which will in a future update, allow players to obtain rare ingredients to make use in their brewing and crafting recipes.

For our next Devlog, we expect to have implemented a working implementation of chests, and maybe it’s possible we add another tool for the shop. We also expect to add more animations, sounds and general polish to the process of picking up, crafting and brewing stuff, but that may take more than the time of one Devlog to see the light 

Finally, in this update, the missing potion recipes and ingredient descriptions have been added: Speed, Poison, and Sleep. The point here is for players to be able to identify which elements to use and in what form to create the correct potion. For example, although one of the plants is repeated, in one potion it must be used whole, while in another it needs to be grounded in the mortar first.

In the next update, visual and audio effects are expected to be added to enhance the player's experience. 

       


We hope to have updates very soon, but until then, Have a nice day 🙂

Get OverBrewed

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