November was a month of exploration, triumphs, and plenty of bugs (both literal and code-based). Let me take you on a little journey through the world of Tales of Elondria and all the progress we made together.
The Fishermen Set Sail
At the start of the month, I began crafting a new NPC for Elondria—the humble Fisherman. These characters, with their quiet and simple lives, added a touch of calm to the bustling world. By day, they make their way to the nearest pond, casting their lines in search of a good catch. At night, they wander back to their city, ready to share stories of the one that got away.
It wasn’t all smooth sailing, though. Implementing their routines was a challenge, and debugging kept me up more than a few late nights. But finally, the Fishermen were alive in the world of Elondria, complete with loot mechanics, inspection profiles, and even a way for players to ransom them. The once-peaceful fishermen now have combat skills too—because, let’s face it, even the serene ponds of Elondria aren’t always safe.
The Hunters Roam the Forests
Once the Fishermen were settled, I turned my attention to a more adventurous bunch: the Hunters. Their story was filled with twists and surprises, starting with a hilarious bug where they decided to attack their own loyal pet dogs. (Don’t worry, the dogs were faster!)
Hunters now roam forest tiles in search of prey, their AI designed to detect nearby animals and initiate a chase. It wasn’t easy to get there. I spent days refactoring their behavior and experimenting with different approaches. In the end, I realized my system resembled a behavior tree—providing enough flexibility to keep things simple yet effective.
Today, these Hunters live dynamic lives: venturing into forests, battling wildlife, and eventually heading home by 8 PM. They even take breaks when the forest yields no prey, a small detail that brings them to life in Elondria’s evolving world.
Life and Death in Elondria
Life in Elondria isn’t just about the living—it’s about what happens after. Enter corpses, a key addition this month. Now, when NPCs or animals die, they leave behind loot and a decaying corpse. This opened the door to two new mechanics: butchering and skinning.
Players can interact with corpses through a new interface, deciding whether to butcher for meat and bones or skin for pelts and leather. But here’s the catch: you can only choose one. Skinning a corpse ruins it for butchering and vice versa. It’s a small decision that adds depth to gameplay—what do you need more, meat or leather?
While implementing this, I focused on making it as immersive as possible. Progress bars, sound effects, and even a close button for the corpse panel add polish. As I worked, I couldn’t help but imagine how players might use these resources for crafting or spellcasting.
Moments of Miscellaneous Magic
Not every moment in November was spent on big features. Some were smaller, quieter victories. Like the visual click effect I added to the map—just a tiny detail, but one that makes the world feel more responsive.
There were bugs, of course. A particularly nasty combat freeze due to coroutine stacking took hours to unravel, and health regeneration was sneaking in twice where it shouldn’t. Each fix felt like a small triumph, a step closer to perfection.
Finally, as the month drew to a close, I began dreaming up ideas for the game’s first teaser. How do you convey the peaceful freedom of Elondria in just a few seconds of video? It’s a challenge, but one I’m excited to tackle.
Looking Back, Looking Ahead
November was a whirlwind of development for Tales of Elondria. Fishermen now bring calm to the world, Hunters add excitement and unpredictability, and the introduction of corpses brings both opportunities and moral dilemmas.
As I look to the next month, I’m eager to keep building on these foundations. Who knows what challenges and surprises December will bring? One thing’s for sure—Elondria is growing more alive every day.
Thank you for following along with this journey. Until next time, adventurers!