Devlog November 2024 and New build 0.0.79



Wazzaa,

It's been a few months since the last release, the last time I gave news even.

I'm totally transparent about how I work and after the last release, I went on a long break until one and a half week ago. I got back on developping the project and was going full throttle. I'm impressed how rigorous and efficient I was. I managed to finish the base code of the last remaining main feature of the game in less than two weeks:

The World Evolution.

What do I mean by that? To put it simply, I want the map AND the NPCs inhabitants to evolve. The idea is to immerge the player, make him feel like a NPCs in a ever changing world.

I've rewrote the Battle System code so the NPCs can now fight each other, gain levels and drop loot. Just like the player. There are four different jobs in which the NPCs can apply for and get a salary. Harvester, Refiner, Artisan, Transport.

The harversters will collect raw resources. The refiner will refine the raw resources into items the Artisan can use to craft gear, food, furnitures, etc. The Transporter's role is to haul the items between each of the jobs.

The NPCs do not need the Player's permission to keep doing their own stuff. So if you skip too much days without doing anything, you might end up with NPCs too high level for you. I have plenty ideas and solutions so the player is not be left or soft-locked by this situation. You could, for example, get a lot of money, buy buildings that would give you the possibility to recruit members to your team. Members who are the same high lvl NPCs of your city. Or you could, still with money, buy or craft powerful gears to compensate that difference.

Speaking of which, CRAFTING.

I've implemented simple crafting in this build as well.

Always with the idea of making the world as coherent as possible, I want every items to be coming from a source, in the exception of raw resources. If you buy a T-shirt, you should be able to track its creation process up to the harversters who collected the raw resources needed to craft it. The items from shops do not spawn magically. It came from somewhere, someone. I like to explain my ideas with examples and scenarios lol Imagine now, you decide to go full GTA in the city. In your murderous rampage, you killed all the T-shirts crafters. Get it? Now, the shops can't sell T-shirt anymore. Maintaining NPCs alive will give you benefits. I'll add Crafting Experience to support that idea. If you kill a Master Weaponsmith, you can say good buy to your legendary quality gear.

There's still a lot of ideas I want to implement to the NPCs but you'll discover that in-game ;)

With that big piece done, the Map Evolution should be easier than the NPCs stuff. I'll be working on that for the 0.0.8 build. I just wanna say this:

Breeding

I want to remind that the builds I'm releasing are mainly technical. The real content with story, characters (and porn) will come with 0.1.0.

That's it for this devlog. I hope you'll still enjoy this build. Consider supporting the project by subscribing to my Patreon.

Take care guys~

Files

Myworldisekai-0.0.79-linux.tar.bz2 128 MB
12 days ago
Myworldisekai-0.0.79-mac.zip 149 MB
12 days ago
Myworldisekai-0.0.79-win.zip 142 MB
12 days ago

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