Lampyre

Lampyre development journal (4)

And it's with some unexpected delay that we're concluding our third coding sprint ! An optic fibre outage occurred a week ago and I just simply kept coding offline until the service came back.

🗃️ What the ending sprint was about

🪔 Scene 1/5: Daily flame routine

Making sure the lights protecting the haven work fine, and that the daily patrol ritual stays interesting and organic.

What was planned
  1. ⚙️ acceptable fuel (most lights will only burn on processed sap-fuel, but crude pyres will gulp wood logs and plant parts)
  2. ✅ lightning methods available to the vyrrlin (right now, fire propagation is only possible if you're holding a blazing torch yourself - blazes should be able to be started with flints too, as you can find yourself in many situations without an existing flame)
  3. ✅ the amount of fuel available on the lamp (AKA adding fuel)

Bonus and bugs

New bugs found:

🗑️: abandoned / ➕: added and done / ✅: done / ❌: not done / ⚙️: incomplete / ⚖️: balancing / 🪲: bug fixing / 🩹: gameplay change / 🛠️: major feature / 📝 : game design

🪴 Sprint conclusions

Difficulty (how complex the sprint was): 2/5 🟢
Progress made (how much of the desired functionalities were developed): 5/5 🔵
Sprint time accuracy (did it take the time we thought it would take): 3/5 🟡

The time accuracy is a little awkward to estimate, since I got a few bonus days of code. But we did achieve these two gameplay results:

  1. It's now very clear whether you can, or even could, light a lantern when you stand next to it. The fire must have some fuel stored and you need either a lit torch (spreading the fire within seconds), or an equipped flint. Some specific buffs brought by rare reagents can let you instantly light a fire.

Flints are designed as a general fallback solution, for when there is no nearby fire active and you dearly need a spark. You can find your first flint while cleaning the altar's rubble or picking any natural rock. Once you have one equipped, it won't ever break, but its durability weakens with each use (making it even more slow to light a fire). Consuming other flints will restore this score and keep mining relevant.

With a few natural materials such as bone parts, carved wood or minerals, flints will be able to be customized into emberlings - a little tool well known to any vyrrlin living in the wilds. They can be dangerous to use as they make noise and provoke the ire of any nearby shadow - but the resulting flame might save your life. There's no functional difference between flints and their finely-crafted emberling counterpart, except for an efficiency bonus. It's mostly cosmetic and personal to each vyrrlin.

We'll soon be coding flint repairing and input mini-game for this first gameplay scene.

  1. We successfully coded the most simple form of fire refuel: using sapfuel. Sapfuel is Lampyre's general and most used fuel, for both lanterns and torches. Crafted from a large variety of materials (mostly plant parts, oils, fat), any blaze will need it to keep burning. As the player, you can now approach lanterns and hold the dedicated input to quickly fill up the fire storage's capacity. Sapfuel units are deduced from your bag and the resupply will automatically stop if you have none left, or if the storage's capacity is full.

🕯️ Notes and insights

I really enjoy shifting my attention towards playability and feelings, instead of focusing on the code and the systems. It feels more natural and driving.

I began to take extra-time to properly lay out the whole game's roadmap (it had been many months since I last updated it). It's kind of an intimidating quest, as I know for certain the various milestones will shapeshift along my game design decisions and a few change of hearts. But clarity is my first and foremost priority to keep the code rolling, no matter the size of the task list. So we'll have a giant herd of boxes to check. Or shadows to slay. Or cookies to eat - I did not choose my favorite metaphor yet.

I sincerely get antsy about art assets too. My programming philosophy has always been to not dedicate any effort to the game's graphics while mechanics are being developed. I was terrified by the idea of either spending too much time on it and getting discouraged, or producing visuals that would need upgrades months later.

But as the Godot Shader Bible hardcover edition is almost there, maybe the two-year anniversary of Lampyre could be a charming symbolic stepstone to start putting some visuals to our forests and ruins. I'm alone on the project. It's not like waiting three more years without creating any asset is going to transform me into a whole artistic bureau.

If I stay cool about it, I think it'll even be a driving factor to keep extending the game. If I stay cool about it.

🔭 Next sprint overview

Sprint end target: 16th February.

Objectives

This week, we're coding something very important for fire management, but also for the whole game, as it's going to be a shared feature between all crafting structures: proximity storage use.

A fancy name for a simple and intuitive system, sometimes found in recent survival games. When trying to resupply a fire or using a crafting structure, items contained in nearby storages will be automatically available to the vyrrlin doing the interaction.

Yes, it seems logical for your ressources to be stored close to the related crafting structure. No, it's not interesting having to micro-manage every unit of fibre and going back and forth between a workbench and a crate located two meters away (hello Aska !).

🪔 Scene 1/5: Daily flame routine

Making sure the lights protecting the haven work fine, and that the daily patrol ritual stays interesting and organic.

Completed
Planned this week
Planned for this scene

🔴: not implemented / 🟠: started / 🟡: progressed but incomplete /🟢: complete

Let's go and do this bit so all of our crafting endeavours become smoother !

#GDScript #GODOT #gamedev #lampyre