Treachery Devlog #2


Tons of upgrades, new NPCs, new buildings, and ofc bug fixes. Probably lots of new bugs too!

Added a new Trespassing system. As I mentioned last time, I def need to improve the stealth components. So an important part of that is tracking whether or not the player is currently trespassing. This is now in place, so if you see a red shoe icon at the top of your screen, be careful! And ofc if the white eye icon next to it lights up, you've been spotted. Both at once? You've got yourself a bounty!

Lots more story elements, new NPCs and their dirty secrets. Some secrets are so terrible if you root them out and report them, the NPC might either be thrown in jail or even executed!

I'm never a fan of huge exposition dumps in movies or games, I want a constant trickle of lore at every turn. If you hadn't noticed, reading the local paper: The Lampwick Ledger is a great way to get a little bit of lore every day.  This also expanded to now include Special Editions and Obituaries. These editions contain extra juicy morsels to read, so be sure to check for a new paper printed everyday.  Right now they are free, I'm not sure how Mirelle keeps her business afloat, lol.

Speaking of lore, I did get inspiration for a new lore idea to add to the game, that will really flesh out some parts of the story. I won't go into it here since that would be a huge spoiler.  It doesn't show up in the game very much yet, but as it is a major new plotline, it will in future updates!

Oh yea, corpses!  A big improvement was made dealing with corpses. Now if you pick one up, you drag it around behind you. It's kind of treated as a fake party member.  I've been testing this out and seems I have most of it working this way. But naturally NPCs should have some great interactions if they see you dragging around a dead body, so that will be fun to implement soon.

Obviously you can't see them, but I keep expanding my dev tools and automation processes. Many images/tiles/npcs in the game are the results of python scripts manipulating them as part of the build process. Also there are scripts that generate javascript for the game (not AI) for my plugins to use.  Finally there are my build & deploy scripts that clean everything up, create game zip files,  and upload to my Google Drive and here on Itch.io

Files

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