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…).
This release fully breaks old worlds unless you go and manually update all the historical figures and generated plants , you will have to abrogate your worlds and make new ones. Sorry!
Major Gameplay and Simulation Changes
Creatures now grow as they age.
Both visually and in the simulation. Size determines what you can eat based on what the adult version of that species is capable of eating. So now, for example, baby Baleen Water Wogansp occupies a different ecological niche than the adults (They eat coral!).
Creature size is now visually represented during encounters. Your own creature gets bigger with age (depending on its block file), and encountered creatures and plants scale relative to your current physical size. and their own size and ages A Jeremite looking at something enormous relative to a jeremite now actually sees something enormous. And something young and small will actually look and behave young and small. This now affects all encounters. Even creatures that dive to fish for you use their age-appropriate size, which in turn changes what they’re capable of eating. And something huge will see everything else as appropriately tiny.
When you are a worm, everything looks like a leviathan.
Creature ascii art and plant ascii art now support multiple lines Also, A large portion of the creature and plant roster received new or revised ASCII art to take advantage of this, including things such as the Water Wogansp.
Removed old tiny flag, repalced with size similar to creature sizes. Existing plants were assigned sizes, and their encounter presentation scales relative to the player just like creatures do.
Plant sizes matter in gameplay aswell, hard large plants are harder to eat for example. It also change sowe ytou escape suffocating plants.
Made food encounters more forgiving
Land fauna generation is now habitat based instead of diet based (there was a bug in previous versions where certain creatures would always be settled even if they were supposed to be silentSettlers or powerSettlers. This is fixed.
Dangerous generated plants will be appropriately large when their block files imply they should be capable of trapping/killing large creatures.
For Fun Changes/Minor Gameplay Changes
Escaping a ghost now rewards +1 food instead of +2.
Jeremites are now a unit of measurement
The bestiary now has a fun facts section that tells you each creature’s size relative to a Jeremite. And yes, that comparison will actually change if you mod the Jeremites size.
An adult Jeremite is, naturally 1.00 Jeremites.
Procedurally generated plants can now also have multiline art.
Large ASCII creatures are positioned based on their actual rendered label dimensions instead of a simple font-size assumption.
Failing to eat a hard plant now has its own silly animation: the creature repeatedly tries to jab/eat the plant, fails,then sladly slinks back home.
Ghost encounters received more appropriate fade/attack/death animation instead of reusing animations that visually implied the wrong participant was attacking and other nonsense.
Creatures dying of old age during encounters now an appropriately honrable death animation (totally honorable, totally) .
The Character Sheet now displays your creature size versus its adult forms size.
A whole ton of balance changes to almost all creatures and plants.
Water Wogansps and Honey Wogansps received updated and very elaborate ascii art/lore
Existing creature descriptions and lore received various little tweaks.
Added more thematic ponder lines, particularly around physical scale and growth.
New Creatures
My original intention for this release was actually filling out land scosystems a bit, and i did get to some of this
Hell Turkey, carnivorous mutant turkey, with actual gobbling sfx.
Giant Centipede, large terrestrial predator.
Giant Diving Centipede a water-loving centipede that can dive after fish, with appropriately awful insect SFX.
Giant Cave Jeramy, an enormous blind translucent cave slime. Importantly, it is a Jeramy, not a Jeremy. Note the A.
Grindylow , a long-armed aquatic shoreline predator with a collection of deeply unpleasant ambient vocalizations.
Emu, the classic large, aggressive, omnivorous, surprisingly good swimmer that booms, drums, and grunts and is great at killing rogues.
Elephant Emu, a titanic Emu relative,noit so sbtly based on the extinct Elephant Bird, it is a strong swimmer and eater of plants/small animals/tall fruit,and a producer of titanic BOOOOMs.
Deer, classic large, swift herbivore with Foraging and Escape Artist skills and a meaningful plant-food size range.
Carrion was also added as new edible for water things to make playng as a worm/lobster/whatever moreinteresting
Bug Fixes
Fixed historical creatures being born into the player’s currently selected region instead of the region they were actually supposed to be born in. The region fallback order was backwards in the previous release.
Fixed creature-selection tooltips being able to run off-screen. The creature selector now uses a custom wrapping tooltip.
Fixed confused players learning a creature’s identity through old-age messages. Old-age death/ancient-creature text now respects observer confusion instead of leaking the real species/name.
Fixed queued sound effects surviving into the next game.
Fixed bug where generated creatures from old worlds would “leak” into new ones and be just completely broken (I basiclaly had a missngNo situation)
Fixed silent settlers that lived outside of water always existing when they ate meat but not fish, instead of only settling based on the intended chance.
Non-Aquatic Creatures that ate both worked properly and non-aquatic creatures that only ate fish also worked properly, it was literally just non-aquatic creatures that only ate meat that were broken (And technically exclusive plant eaters/exclusive rot eaters aswell, but they didnt exist before this release). Anyway it was a weird one.
Fixed being able to issue commands while a new encounter was still resolving. In particular, this could cause weird behavior when an encountered creature immediately died of old age because the player could click a command before the death sequence completed.
Fixed some encounter labels near the bottom of the screen not responding to mouse hover. The bottom UI containers were intercepting mouse input.
Whats Next?
For the next version, I’m planning to spend some time cleaning up the Canon Viewer. As the simulation has gotten more complicated, there’s also a lot more information to dig through, so I want to make it easier to actually find the interesting stuff. That means better searching, sorting, and filtering, along with some general UI cleanup so large creature entries are easier to read. And more little things on creatures an dplants that thye bestiary/canondex can ramble about. I also want to introduce a temperament system that will have some smaller effects on creature behavior for now, but will matter a lot more later once dungeon delving and the RPG/Tile Based modes exist. A creature’s diet shouldn’t really determine its personality and a small thing should still sometimes attack you.
There are also a bunch of smaller things and i never want to promise that a release will be about specific things becaus I might be pulled into a wonderful rabbit hole liek i did this time.
One other thing I want to tackle is making encounter logic much less mode-dependent. Right now, encounters are tightly coupled to the “King’s Sea III” mode when they really should be handled by generic resolvers that don’t care what UI or game mode is presenting them (Or whetehr its a game mode at all, hist figs should be abel to basiclaly play the game like the player does, which woud also mak ehistory way more interesting) . If I can separate those systems cleanly, it should make adding the planned “King’s Wilds” Mode much easier, and there’s a real chance it could even make it into this version, though that mode also relies on things like regional pois an dregional connectivity so, we will see.
It could even end up becoming the regional connectivity release, where I suddenly add a bunch more civilization sim, caves, pois, and related systems. So, like I said, I don’t really want to promise anything too specific beyondwhatever gets added next, I want it to be at least as cool as what made it into this version.
And this version was already pretty damn cool, like encounting a water wogansp is literally like encountering a fanatastical sea leviathan. Which is just fucking aweosme
Just Pilgrimage nonsense…
We measured god, he’s apparently 2962.96 Jeremites.
I’m not dead. In fact over the past two years i’ve comemriclaly released DR4X,
(It used to be 5 bucks but I reduced it because i realized i cared less about making money and more about actually getting people to play it. Plus its been on steam awhile now.)
Finished development on King’s Sea II (The sequel to my game Kings Sea and my first godot game :D)
And created a raycasting game engine from scratch in javascript!
That embeds anywhere and runs right in the browser. You can play it right here!
So, as you can see, I’ve actually been quite busy lately. I also received a promotion and am now a team lead at my job, which has made work much more time-consuming and, honestly, a bit more stressful. I suppose that’s just part of growing up and “adulting.”
But i wanted to post on here, first time in ages. Just because I have this site so why not atcually post my thoughts here? Have it almost like a diary.