Week 11 - Devlog


Week 11

This week involved adding some new systems to the game as well as adding a tutorial to prepare for the testing session next week. 


Reputation 

We've added a reputation system to provide the player with a sense of progression. The player starts off with 10 reputation and gains points when they successfully complete an order. The more times the player serves the same customer, the higher their reputation will increase for every order with them. Players lose reputation by declining orders (1 point loss) and failing orders (2 point loss).

To give some extra feedback to the player on their reputation progress, there are descriptions for different reputation ranges:

0 -5 = Unreliable Peasant 

6-20 = Unremarkable Nobody

21-30 = Charming Upstart

31-50 = Reputable Smithy

51-80 = Famous Forger

81+ = Legendary Blacksmith


The goal of this reputation system is to make progressing through the game feel satisfying and provide players with a sense of accomplishment. 


Losing reputation (and changing rep description as a result):



Gaining reputation:




Day Stats Summary

Another mechanic implemented this week was the day system. At the end of each day (the length of which can be edited in the inspector) the screen fades to black and an animation appears summarising the player's stats for that day (which is tracked in the game manager and reset at the beginning of the next day). This is a really satisfying feature that provides the player with information on their performance.


Screenshot of daily statistics: 


Transition animation:




Tutorial

To prepare for the week 12 testing session we created a tutorial to teach new players the game mechanics. We've put in a temporary tutor who teaches / berates the player at every step. We made the tutorial into its own game object so that it can be easily deactivated, which effectively skips the tutorial, meaning we can add in an option for the player to skip it later on.


Intro:


Putting heated ingot on the anvil:

Crafting the sword:


Sharpening the sword:


Completing the order:



Hopefully this tutorial teaches the players well enough, and either way we'll find out next week! 

More Weapons

For each of the weapon types, there needed to be variations made for each different ingot type. (below is a table showing each different type of ingot that is used in the game)


These variations are then made by copying the weapon's prefab, before then changing the material of the weapon's blade. After this is done, a weapon object is then made containing the weapon's recipe, which consists of an array of materials. For example, the highlighted sword below is made via a Curriculite ingot, an iron ingot, and a piece of flux.


The prefabs are then added to the anvil object, allowing the different weapon types to be created by the anvil. Below is the (almost) complete list of weapons, currently divided into swords, daggers and cleavers.

Next week, we plan on starting to add three additional weapon types as well.


Anvil and Grinding Wheel movable.

The anvil and Grinding wheel are now movable within the scene, which allows the player to customise their workshop however they wish.

This example is included in the video linked below.

Sound Manager

This week saw the addition of a proper sound and music manager for Sword Smithy, since we wanted to have as much feedback to the player as possible this manager was developed to be modular and easy to play new sounds if need be.

Alongside this addition is the default soundtrack for the game, and various in-game sound effects added for a grabbable object falling, sword creation, grinding wheel sound effect, clicking on un grabbable object, furnace firing, and level music.

A quick clip of the gameplay with these sounds is linked below.


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