Clarice Clairvoyage Devlog #7

First off, I want to thank everyone that’s bringing the view count of the TIGSource post to ~1400 views & the follower count on Twitter to 50! I appreciate it, if you’ve been following along since the beginning, but havent left a comment yet, please, let me know what you think! I’m getting closer to making a playable version and with the people that commented will surely be the first few that I’ll contact for a playtesting session!...

March 27, 2021 · Bram Dingelstad

Clarice Clairvoyage Devlog #6

For this week, I want to share some progress on the adventure system I’m working on. Last week, I shared the barebones version of the overall system, so now I want to zoom in on two sub-systems that I made! Story and narrative Any good story has a narrative and some good world building to get you into the game. Clarice Clairvoyage should be no different. In order to make story segments work, I need to have several things setup: a way to store stories, a way to render them & a way to interact with them. For this system, I chose to use a long array/list/table of multiline strings. Every “story” (meaning a small interaction per island) is basically 6 items out of that list. The only thing I need to do is take a random starting point that is dividable by 6 and run a piece of code that interprets those items. That sublist consists of: Prompt The correct answer(s) The success message The failure message Success entity (scroll/other adventure/ability/etc) Failure entity (remove spell/combat/lose health/etc) Then, I render some text and give the player the option to craft a spell based on their current inventory of scrolls/pages. When the spell is cast, it’s revealed to the player if they used to correct spell for the situation. In reality, I’m looking at the 6 items to check if the result matches one of the expected ones. When it does, I give the player a reward otherwise the fail condition is met and run. I can use this system to do small one-off choices like this, or to provide a deeper lore to the game! Crafting Another important part of the game is being able to craft spells together permanently. Yes, you can combine spells at any point of the game, but longer chains take time (which you won’t always have)! Besides that, it’s nice to sometimes not have to combine all the parts of complex spells. Some spells aren’t even possible without a crafted component involved! Another use for the crafting island is a way for you to make your consumable spells permanent. Consumable spells will have a whiter looking scroll instead of the current color and can only be used once, instead of repeatedly. So will you use this spell once? Or will you wait until you come across a crafting island? It's based on the same underlying combination system as the combat system, but this just deletes the ingredient spells from your inventory and rewards you with the outcome! With all the scrolls/pages you'll get in Clarice Clairvoyage, you can build your book of spells in whichever way you want!...

March 20, 2021 · Bram Dingelstad

Clarice Clairvoyage Devlog #5

For this week’s update I don’t have a lot to share, since I took some time off last weekend to do some other stuff. Sometimes that has to happen too, so as a little reminder to other indiedevs out there reading this, don’t forget to take a break from this stuff from time to time! We tend to forget how tiring this can get. So take a vacation/break from this stuff for a while as well, if you get the chance!...

March 12, 2021 · Bram Dingelstad

Clarice Clairvoyage Devlog #4

Hey, so this week’s update is gonna be about a lot of things, but before we start: I noticed that my devlogs are getting somewhat longer. So to start countering that, I’ll be including a TL;DR at the top of the post, so you can still get what this week was about, without reading my wall of text. ...

March 6, 2021 · Bram Dingelstad