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Oblivionburn
Oblivionburn - - 14 comments @ Elder Tales - Fantasy MMORPG 2D

Been a few months now without a dev blog...

Good karma+1 vote
Oblivionburn
Oblivionburn - - 14 comments @ 2015 Xmas YouTube Contest

No specific criteria or 'theme'... the due date for the contest is x-mas.

Good karma+1 vote
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Your Quest is now available for purchase on itch.io (it's like Steam for indie games)!

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Scratch that last comment... the game is highly moddable now \o/

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

For all you artists and modders out there:

I opened up a "Mods" board on the forum (with boards for posting mods) and included a short tutorial on how to mod the graphics of Your Quest. It only seems like the graphics are moddable at the moment (couldn't find a program to successfully extract the xnb audio files), but I plan to add more mod support later down the road for stuff like adding new buildings, jobs, decorations, etc.

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Just thought I'd give you guys a heads-up about the fields added in v1.2:

They work a tiny bit differently from most 'buildings' that provide jobs, such that you can only assign 1 Farmer per field. On the plus-side, fields cost absolutely nothing to make (with the exception of time), so you can invest a bit of time to make fields while waiting for Wood or whatever to accumulate. The other slight hitch with fields, is that you'll also need to interact with it after it's built to assign the crop to be grown there. The main reason for this is that I have the framework already in place for adding more crops later on and for changing which crop each field is growing when there'll be more to choose from.

p.s. There's no graphics for the crops growing, yet, but that'll be coming soon...

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

A video for v1.0 would definitely be a huge help! You should send me the link to it when you're done :)

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

You're just full of awesome ideas, duncan! I'm definitely gonna add all that stuff in with the random event generator after the game hits 1.0 :D

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

I was thinking random chances of gaining/losing resources, but then I'm not sure how fun that would actually turn out to be lol So, it'll probably be something like 'bandit raids' where some NPCs try to reach the village and steal resources (unless you can kill them before they reach the village), or creatures coming out of the dungeon to attack the village and potentially losing population. Simple stuff to just keep you on your toes.

My wife also made a suggestion for adding in a friendly NPC that you can receive short/simple quests from as an alternative means to gaining Experience and to have a bit more to do in the game... so I'll probably also be doing that at some point. Just not sure how to work it in, yet.

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

To get the best understanding of this game, check out A Dark Room (http://adarkroom.doublespeakgames.com/)... it's what inspired me to make this.

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

To get the best understanding of this game, check out A Dark Room (http://adarkroom.doublespeakgames.com/)... it's what inspired me to make this.

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Those are some great ideas! I will definitely consider implementing a system to create bread using wheat fields and a bakery.

However, the need to feed yourself or the villagers is currently not a necessity in the game and I would like to avoid turning this into just another city/town/village simulation or a survival simulation. The game is really neither of those, but has minor aspects of them. The current village building in the game is only meant to be a stepping stone to getting the items/equipment to survive going deeper into the dungeon, which is why the 'Cooked Meat' is really just an equivalent to a health potion and why you don't see little villagers running around doing stuff.

Unfortunately, adding more to the village building would also not detract from needing to chop wood at the start of the game, or remove the option of dedicating all the villagers to just chopping wood for a bit. I have been thinking about adding random events, though, which might make things a little more interesting should you choose to try and be doing nothing while your villagers gather wood :)

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Do you have any suggestions on how to make the start more interesting?

Good karma+2 votes
Oblivionburn
Oblivionburn - - 14 comments @ Your Quest

Oops! Thanks for pointing that out :) I'll have it fixed in a 9.1 Hotfix

Good karma+2 votes