By invisdev February 19, 2024 In devlogs

Devlog 13: Web Updates, Carrying Capacity, and Biome Temperature Dynamics

Hello Elondrians, welcome to yet another devlog: Devlog #13.

For most of last week, I was busy with the website 🙂 I set it up properly, including the merch. You can find them at https://shop.talesofelondria.com.

Carrying Capacity

In addition to the website, as mentioned in last week’s devlog, I started implementing the carrying capacity mechanic. I began by assigning weight to all available items and added a calculation to the player’s inventory to check if the current weight exceeds the capacity. The capacity can increase with strength. For each strength stat point, carrying capacity increases by 3 units. For example, if a player has a strength of 3, their carrying capacity is 100 (base capacity) + 9 (3 * 3), totaling 109.

If a player carries more than they can handle, their speed decreases, and they receive a debuff called “encumbered.” The encumbered debuff slows down the player. While encumbered, if the player continues to add more items to their inventory, they become slower and slower. However, the more the player moves while encumbered, the more strength they earn. 

Temperature & Biomes

In addition to the carrying capacity, I also finished implementing the temperature mechanic. The game will feature biome logic, meaning the map will have different biomes, each with unique resources and monsters, and, in this case, unique temperature ranges. The current biome is called the “Serenity” biome. As the name suggests, it is the average biome, so no one will freeze or sweat while walking there.

I added “Too Cold” and “Too Hot” buffs, along with their full-screen indicators. Similar to carrying capacity, feeling too cold or too hot will slow the player down and reduce the player’s happiness.

Final Note

Since I’ll be moving houses, next week I won’t be publishing any devlog. See you in two weeks!