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Untrustedlife

Your window into the mind of a questionably sane queer non-binary indie horror game dev

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untrustedlife

Hey there. I am Untrustedlife. I develop indie games in my free time. For more info check out my About Page. https://untrustedlife.com/about/

Finally working on fun stuff!

Since my last mini devlog ive mostly been building systems on top of the big encounter refactor i finished last week.
Biggest thing is that the ui popups I mentioned at the end of the last devlog are now complete. Encounters can now throw up these new resuable choice popups instead of each interaction needing its own weird logic. The first thing i did is convert enlightenment to the new system. After that i started working on using it for creature encounters where things can fight back and you can now choose to flee or dodge or fight back yourself. This makes encounters a little less confusing. If trying to eat something, for example, results in it instead trying to eat you, since its bigger and considers you as prey. Then it pops up a new choice, for you to flee or fight, when it attacks back instead of just trying to fight back automatically and losing or whatever. If you are confused, that of course also affects your popups. Plan is to add this to non-aquatic encounters next so that for example you have the option to ambush an osprey when it dives for you and so on. Which should be great fun.

I also did a pretty big overhaul of how creatures gain skill levels in the world sim. Previously creatures would slowly gain skill xp just by existing. Which meant you could get things like 5 year old peasent dwarves with bizarrely high fighting and foraging skills despite them never fighting anything or doing anything. This was because it was hard coded to gain those skills at higher rates. Now creatures will , on approximately a weekly basis, specifically attempt to train specific individual skills they already know. Training uses a new “Learning” skill and concentration and inquiry and the dc to beat to gain xp in that skill goes up as the level in the skill being trained goes higher. Sapient creatures get a small expldoing die XP reward when they successfully train their skill. While normal creatures get 1 xp. So far the result looks way more believable, young creatures mostly have low skills. Old creatures gradually become more competant as they level their Learning skill, and have more organic looking skill distributions. And very old creatures now not only have noticibally better skills, but also higher inquiry and concentation since they’ve spent so much time leanring things.

This has also produced an extremely important discovery wherein I found that an immortal ascended giant scorpion can eventually end up smarter then a teenage elf. Which is very funny.

Im also planning on making this new skill useful to the player. As part of my self imposed limitations when developing Pilgrimage is that for any skills or actions ai can use/do. The player must also be able to do it and use it.

Current idea is:

A train action where you can deliberately attempt to practice one of your skills.

And being able to learn skills from other supernatural/sapient creatures.

You will roll the exact same thing AI does. Except with a bonus due to the time scale of the game.

So, essentially at this point I’m finally getting past a lot of the infrastructure work and into the part where I can start adding more of the weird/fun interactions I actually wanted the refactor for in the first place.

Still not releasing 0.3.5 yet though :3

I want a significant amount of player facing content before I do that.

I finally finished the big encounter/action/reaction refactor I’ve been stuck in for a while.

All of the encounter reactions are now decoupled from King’s Sea III, which means they can also be run independently by the life/world simulation without needing any cruft. That was the main reason I started this whole thing in the first place.

I also cleaned up a bunch of duplicated/old reaction code along the way, especially creature encounters and held-plant interactions. There are some new interactions, and some old reactions were removed because they were confusing. One big one is that chasing away can no longer result in the thing you are chasing dying, only in beating it up a bit and letting it run away. Explicit attacking will be under a new reaction called “Attack” which only will attack, which is important for things like explicitly trying to kill titans etc.

Now I can work on fun shit again.

And by fun shit I mean UI popups.

Two Week Mini Devlog

I decided that since I haven’t put out a new update yet i should at the very least let you guys know how development has been going on Pilgrimage :3

It’s been about two weeks since the last update, and I’ve done a frankly stupid amount of work under the hood in that timeframe, but havent yet added something that would be immediaetly visible to players (aside from some UI changes) :3

As you know , if you’ve been following my devlogs, I’ve been heavily rewriting the encounter systems so reactions are less tied to King’s Sea III specifically and can eventually be reused across other modes. I also reworked a bunch of animation/log timing, cleaned up held-plant interactions, moved Wisdom fully into the attribute/XP system instead of it being an inviisble attribute like it was before. But in the last few days I also made XP scaling configurable, added a bunch of new creature vocalizations/sound effects, and rewrote how ghosts work over long periods of world history.

Ghosts now fade from relevance over time based on their TENACITY instead of every dead historical figure being equally likely to appear as one forever. TENACIOUS ghosts can stick around a lot longer, and extremely ancient ghosts can still very rarely remanifest.

I also made ghost encounters MUCH rarer. This was because in very haunted regions almost every encounter would be with a ghost, which is very silly. Now chances are changed by a factor of 100. So they are much rarer, but not as rare, as for example Shinies (Which do exist in my game, yes, you can encounter a shiny trout, or a shiny human or whatever (It uses pokemon odds :3, and you can also be born shiny :3) )

There are also a pile of smaller fixes, cleanup, ASCII art tweaks, encounter behavior changes, and CANON viewer improvements that ive mentioned in previous devlogs.

I also updated the website/itchio site with a new header art by @Grimwit

So, no new version yet. I want to keep working on it until there’s something a little more immediately visible to hang the next release on. But development has very much not stopped lol.

Plan is to further work on ghost adjacent things for the next bit while continuing my much more boring refatcoring work (It is spooky season after all…).

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