Inn Simulator DevLog 3


So this week I restarted work in this project after a long time without being able to and I will try to keep updates on what I've been doing and I even decided to try and do a "one build a week" challenge, so that i can keep better track of my progress and also to keep me motivated. That means that Every Thursday at the end of the day I will compile all I have done that week into a new Build and post it on Itch.io so that I can keep Build Versions safe and Up To Date.

So to kick off on that note, after 5 months of not having worked on this project I felt a bit overwhelmed when i just opened it and all seemed alien to me since I had barely any recollection of where I had left off from. So I put the farming mechanic to the side so that i can work on it at a later date and I started to work on the Inn Keeping part of the project.

So I reworked our Playable Character(PC) added some First Person camera controllers and some 3rd person ones as well so that we can switch views and started to create some interactable objects. I Reworked the way the objects worked previously by cleaning up the code and adding some extra features like ghost preview in the surfaces you can place objects in.

I will also be redoing how other items are interacted with like stove, beer keg and the washing machine, but I will probably only redo them later on.

I also reworked the NPCs. They now have a randomizer appearance script that will choose a random prefab so that you get different customers appearances, I also added 1 more stat to the 3 others they had previously (Hunger, Thirst, Tiredness) they now also have Patience. Or lack of it if you will, if you take too long to take their orders they will be hangry and leave. So you now have some time limit urgency to take care of their needs.

Once all their needs are met, or they run out of patience they will move out of your inn, allowing more costumers to come in.

For testing purposes I'm limiting the amount of costumers inside the Inn to only 5, so they will not come inside if the Inn is full.

Will be reworking the NPCs Finite State Machines in the next few weeks, so for now they dont have a lot of possible interactions.

Added some form of dialogue, so that they will occasionally "talk" to make the inn seem more full of life and also because I want the game to have a big narrative base surrounding adventures and story telling. Somewhat D&D inspired, where y9ou have the old Innkeeper telling the party of young adventurers all about the adventures and explorations he did in his day.

Right now is just some very basic and simple dialogs, but i hope in the future to expand on it.

I'm also creating some "foot traffic" NPCs. This one will just be roaming outside of the tavern, and will not actually be coming inn(see what i did there?) just to make the village streets not seem so empty. 

There's a few things I want to work on today and tomorrow before uploading the build, so I will be working on that now.

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