Hello Elondrians,
Welcome to the 12th Devlog of the single-player RPG Tales of Elondria.
This week, I was able to implement a feature and also get the first-ever original soundtrack for Tales of Elondria.
It is a song called “A Toast to Valor.” It was recorded in a bardic (if that’s a word) way to be played in taverns across Elondria and it talks about the “Young Bloods,” and the lyrics are as follows:
(Verse 1)
In Elondria’s embrace, where races unite,
Three heroes emerged, their spirits burning bright.
The Young Bloods they’re called, in tales and lore,
Protectors of the realm, forevermore.
(Chorus)
Sing, sing of the Young Bloods, their valor untold,
Through battles and struggles, their bond took hold.
In a tavern we gather, raise a toast to the brave,
For in Elondria’s heart, their legacy engrave.
(Verse 2)
United they stood, against the darkened tide,
Facing necromancers, where shadows reside.
A treacherous plot, a land in despair,
The Young Bloods marched forth, a solemn prayer.
(Chorus)
(Bridge)
Through enchanted forests and mountains so high,
They fought side by side, beneath the open sky.
Against undead hordes, in the moon’s cold gaze,
The Young Bloods battled, through endless days.
(Chorus)
(Outro)
So let the bards tell, in song and in verse,
Of the Young Bloods’ saga, their deeds diverse.
In Elondria’s tales, their names shall resound,
A tribute to heroes, forever renowned.
Next was the implementation of the “Insight Vision” mechanic for existing animals. This is a mechanic that players can use to learn more about beings around them, be it a human or an animal. At the moment, I’ve implemented it for animals only, specifically Goats and Deers.
I started implementing a “range” that can be seen when CTRL is held. Any animal in this range can be examined/observed, and when the player hovers over them, they wait for some time. This time can be seen as “the time spent trying to figure out what the player is looking at.” By default, it is 2 seconds, and the more intelligence the player has, the shorter the time they need to spend trying to figure out what they are looking at.
After the time passes (based on the intelligence stat), some features are visible to the player. The more intelligent the player is, the more data about the thing they are inspecting will be available.With each animal insight vision attempt, the player gains one experience point in intelligence.
In addition to these, I’ve also decided to work on a few more features before finishing up version 0.1. I plan to implement a carrying capacity and item weight mechanic, along with a temperature mechanic where the player will be able to feel cold or hot. So it means more work before v0.1 is ready but also means a nicer game at the end.