Current State


Chrysopoeia has been in development for a few months. It's not a good habit to post your first devlog with the game... i'd say more than halfway done, at least? But our team has really only now been tasked with making pages on itch. 

While we're all in school, our projects have been part of our grade, so development was really the only focus, not marketing. This devlog is also getting graded, so, that's ironic.

Here's a hopefully comprehensive list on everything we have in the project since development:

  • A tavern (duh)
  • Playable games, only 3 at the current moment, but very fleshed out.
  • Various core systems (Money, tavern level, the shop etc)
  • Different algorithms for each NPC type (Pleb, Noblemen, Mages), dictating the games they like more, how they play, and all that.
  • Various original 3D models, including the entire tavern and the mage npc model, which is rigged!
  • A plan. That's an underrated thing to have.

And following this list, another one contaning the final steps we have to take, things not in the game yet, but all close to being implemented:

  • Non-Mage NPC 3D models implemented (we have them, but not in the game)
  • New NPCs spawning properly and becoming a playing customer (very problematic)
  • Small tweaks we find along the way, bettering gamefeel and general project quality.

So these here are the current focus of the project, just a few things to sort out before... we have to make a decision. Either release it as is, or... Well, we won't promise anything just yet. 

If it comes to that, we'll just make another Devlog. We know we have to make these occasionally anyways.

But that's the end of the mid-to-end project devlog! Very timely!

Comments

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No mention of *the secret room*, huh?

Players who find out about it are certified wall-huggers.

Daaayyyuuumm