SamSuka
PeaceIsland
PeaceIsland

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Final Motions, Leveling Reconsidered, and Dentistry

This week has been catch-up for me (more about all of that, below.)  Fortunately, the other folks working on the project have been making great strides.  Arjuna has started work on refining the lighting in the first, introductory level - and I am REALLY impressed with the initial results.  While it remains a work-in-progress, the added realism is striking - note the glow on the wall from the laptop's screen - little details like that are essential!

While we have gotten the climbing motion integrated there currently are few places where the cats can actually ascend.  Over the next two weeks, we will start adding a few patches of ivy around town - these will essentially be "green ladders" that will allow the player to reach the top of a few selected buildings around the island.  

This is another functionality that had to be delayed time and again for around two full years.  While the initial "climb" won't be perfect - just being able to finally bring this action in is an achievement.  I have a great deal of confidence that we can include it in the Final Alpha, next month!

We're also looking into adding an additional finesse to the cat's motion: specifically, the ability for the cat to grab the edge of a surface & haul themselves up, should they fall short of their target in a jump.  This might not get into the Final Alpha, but it will certainly be in the MVP, at the end of the year.

We also got "Swim" to work within the constraints of the ocean tide system, but trust me: the cats in Peace Island hate being dumped in water, every bit as much as IRL cats do - this functionality is something that will be more pertinent to NPC characters, such as the deer...

Oh yeah - if you were not aware, the deer that populate the islands of Casco Bay routinely swim between them.  The average deer can swim 3 times faster than the most proficient human (and yes- this will feature in the game.)

So, Laura & I sat down the other day for a writer's meeting - we have not had one of those in a few months, due to us being so focussed on the requirements for minimum viable product.  Since we started development, we were both set on a leveling process that was dependent upon what that cats knew about each other, and the world around them.

The problem with this method is that, by itself, it was too Black & White:  You either knew something, or you did not.  

For a variety of gameplay reasons, such a limited approach was something that had a high danger of eliminating both fun & progress in one fell swoop for a huge swath of potential players.

So, after an evening's discussion, Laura & I have decided that we should supplement this rather static "information based" leveling system by making it incremental rather than binary, and including physical attributes, as well.

This will mean that in addition to understanding themselves & their world better over time, the cats will be able to jump more accurately, balance more confidently, and endure the occasional rainfall with a bit more stoicism, among other things (We have a list, but it's all TBD.)

Of course, there will be limitations: An older, more somnolent cat will never be able to jump as high, or run as swiftly as a younger, more lithe cat.  However, this wider approach to advancement will allow more parallel lines along the story's "Critical Path" that gives the player far more freedom in how they approach certain issues.  Further: It creates those wonderfully ironic RPG situations in which the only "heroes" fit for a certain quest are the finest warrior in the land - or the drunk at the end of the bar.

The reason I - personally - have been playing catch-up over the past week:

Three months ago I went to the dentist, and was informed that two of my crowns needed to be replaced.  Even with my dental insurance, it would cost me $1200 per crown.

1200 was more than I had on-hand, as I pay myself only what I absolutely need to get by.  The thought of taking that much money out of development funds was just absolutely unconscionable, because you guys are paying for the game to be developed - not my medical bills.

So, for the past two and a half months, I went back to work part-time at the diner I left two years ago.  For thirty hours a week, I flipped burgers, in addition to the 40-plus hours a week I worked on Peace Island.  

It wasn't the best of situations - it was hard, sweaty work, and when actual fans of the Peace Island project came into the place, they were initially stunned.  I had to explain, many times:

"Yeah, I'm here making pizzas and sandwiches, but at the same time, I'm running a game dev studio with seven on the payroll - do you want mayo on that?"

Long story short: I made enough to cover the dental work at no cost to the Peace Island project and promptly quit. 

If I had to do this again - or anything short of crawling over a mile of broken glass - to ensure Peace Island's success, I'll gladly do it as many times as might be necessary.  

That having been said:  It feels so good to be back - thanks to everyone who makes this project possible!

Comments

The stills from the game are looking beautiful! I'm glad your dental/money/work situation is behind you now.

Hopefully that's the last time you see the kitchen in that place!! You and the team are amazing!

Mandi


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