

This way, there’s value in not only avoiding the lower numbers, but also maintaining the higher ones.įor some time now, combat results were linked to various statistics and items. Having no Nourishment points makes physical struggles more challenging, while 3 or 4 points adds bonuses to dice rolls, especially in combat. Having 0 or 1 Nourishment points won’t “damage” the character while sleeping, instead negating any sort of HP gained during the night - what in most cases is a lighter penalty, but in others is much more severe. A baked fish or a few fruits will give you 1, a food ration or a simple meal - 2, a luxurious meal - 3 or 4. Sleeping reduces it by 2 and different meals offer customized amounts of Nourishment points. The new system uses the 0-4 scale, just like HP and armor.
#LOCKING A QUICKMENU BUTTON RENPY PC#
There was a cosmetic difference between having a simple meal or a luxurious one, but it didn’t mean anything stat-wise, and no matter how satiated the PC was, they would get hungry after every night. Sleeping while being hungry would reduce their HP by 1 (or they would recover 1 HP less). I disliked the original version for a long time. The player can decide to save money by purchasing a special item that allows them to fix their armor wherever they are, though they need more time (and experience) to efficiently use it. There’s also going to be three NPCs that offers armor-fixing services, instead of one. Lvl 4 now adds a small modifier during combat and other physical challenges. Fixing armor is much cheaper, but its lvl gets lowered more often. Lvl 4 is locked at the start of the game and can be unlocked in at least two different ways. In the new system, lvl 0 offers no protection, lvls 1-2 offer slight wound reduction, and lvl 3 offers significant protection. Lvl 3 worked better, but needed a significant investment, and could also be reduced. In the old system, lvl 1 gave no advantages, lvl 2 reduced the incoming damage - though usually only once, or slightly. The system of having the Armor on a 1-3 lvl scale has been replaced with a 0-4 scale, and the player doesn’t have to *remember* the status of their Armor since it’s always displayed. This change also covers the special class skills: Now they can’t be omitted as the icons show up only when they’re relevant, and the screen is more tidy. The “unlocking” animation was easy to miss, and in some cases player simply didn’t notice they had an option to select them. The issue was that for 99+% of the playtime they are deactivated, covering a corner of the screen with ugly shades of gray. They open new dialogue options and slightly alter how the protagonist is perceived, unlocking / hiding specific information and / or impacting the mood of the conversation. There are also more role-playing choices and freedom when it comes to playing through various interactions.Īttitudes were among the first ideas introduced to Roadwarden - a set of icons that are active whenever a PC encounters a new character or a group. NPCs have more personality and quirks, with much less nodding, head shaking, smirking, and fist-clenching. The game’s illustrations don’t need as much explanation as they used to, and the new ambient sounds also help. I put more trust in the way I express myself or describe objects, gestures, and places. People not experienced with writing may be surprised to learn that this process didn’t add much volume to the text, quite the opposite.Īs I grow confident and learn more about English, I convey just as much (or more) information in fewer words. The demo-related parts of the game are now after their second draft.

I seek new ways to support the experience of being a lone traveler exploring a dangerous world, balancing these efforts with not making the game too complex. I can say with confidence that Roadwarden IS an RPG now, not just an adventure game with RPG elements. I also keep adding new areas, dialogues, and quests, and updating the systems that were a part of the game since early 2019. Better writing, visuals, sounds, UI, mechanics, new activities. Greetings, travelers! The new demo (which is available on Itch.io, and will soon be up on Steam) showcases the massive changes that the game went through over the last year and a half. If you don't see an entire picture, click it to make it resize to your window. Embracing the RPG Side - Roadwarden Devlog
