So it turns out I’m not very good at writing devlogs. It’s been far too long! I’ve gotten way more done since the last devlog than could fit in a single reasonable writeup. We’re talking tons of new characters, new moblets, new buildings, new systems, new everything!
The reason there’s been so much progress but a lot fewer things posted to Twitter/Tumblr/Cartrdge is that making and posting gifs and screenshots is super time consuming and I’ve been rushing to get a playable build ready for November.
A playable build is a bit different than an alpha as it’s more of a proof of concept than anything you’d want anyone testing or giving specific feedback on. Up until now, the game has existed as a series of disconnected demo scenes for various mechanics and assets, and the playable build will start to tie everything together into something more resembling a game.
So here’s what’s new:
Systems:
- Inventory and hotbar system
- Combat system
-
Entering/exiting buildings
-
Wild moblets system
- Dialogue system
Assets:
- 8 new characters, like Arah:
- 7 new moblets (some designed by the amazing Danette Beatty!)
- 7 new buildings, like this barn:
- 1 new region
- Seed shop interior
-
A bunch of new plants, trees, and other environment assets
-
Train/trolley
Marketing:
-
Moved from Mailchimp to Constant Contact because the mailing list got too big for their free tier (and we have no money)!
-
Made a new temporary logo that I’ll probably replace
-
Redesigned the website but it still needs a lot of work
-
We got covered by Killscreen and Automaton!
Now what?
If you’d like to hear more about Moblets and follow along with its development, please follow me on Twitter and/or on Tumblr and join the mailing list at the top of the page!