Weekly Update 11 Mar 2021: Intro Progress Report

New week, new update. I have to make a correction from last week. I gave the impression I was going to release a video update this week. But I wrote that update under the pretense that last week was going to be the end of the month. Of course it wasn’t so I decided to hold off on the video update one more week. I will release the next monthly update most likely friday. This week will be a small update.

Picking up from last week, I managed to complete the job portion of the introduction. (most of it anyways) Although, it’s still missing a few things such as character art and portraits. I’ll be waiting on that material for a few months at minimum. But that doesn’t mean I can’t continue production and simply fill in the material as it comes in. Once I finalize the job intro, I’ll move on to the adventuring and battle. This portion will take some time as there are many small things I’ll have to tweak and connect to make it function as one would expect a game should. I also have some menu areas I still need to create. I’ll go into more details in a future weekly once I get to that point.

In the meantime, here is an update screen shot of the home screen. I changed a few things around. Some you can see, some you can’t. Just know that all changes are made to better the user experience.

Okay, that’s all for this update. I’m going back to work on the game. There’s no rest for the wicked, as they say. Stay well my friends.

Weekly Update 10 Mar 2021: Intro and Budget

Hello folks, time for another weekly update. This week has been pretty productive, I’ve managed to get quite a bit of work done for the introduction of the game. I will show you a bit of that and I will present an overview of what’s to come in the next monthly update. Let’s get started.

In the last update I showed you the title screen. When you start a new game you are greeted with a bit of exposition and you are asked to enter some information.

For the introduction of the game you are guided by Julius, he is the one I mentioned a few updates ago. This introduction is planned to touch on quite a few things. This includes the budget system(as seen below), the different jobs in the game, the battle system, and the exploration. As of right now I’ve covered the budget system and I’m in the middle of covering the jobs. The battle system and the exploration are partly complete but will require a lot of time investment to polish before showing them to the public.

Next week I will finish covering the jobs and dive directly into exploration and battle. 

Now, the next big topic for the video and monthly update will be the budget screen. As I mentioned above, the introduction goes over the budget system, this is the screenshot below. 

What you will see in the video will be slightly different as the screenshot above is taken directly from the game while the video will be a controlled environment.

The budget system is a method for directly influencing the condition and mood of your daughter each week. As I’ve mentioned in previous videos and posts, the condition and mood of your daughter affects her job performance. If your daughter has a low condition it could result in her getting sick. Likewise, if your daughter is in a bad mood she could become defiant. The best way to combat this is through effective budgeting.

The default budget is Budget Plan 100. Any deviation from this will multiply the cost of the budget. For example, Budget Plan 50 is half the price of Budget Plan 100. Likewise, Budget Plan 150 is 1.5x the price of Budget Plan 100. These are just the introductory plans, there will be more budget options such as plan 200 and plan 0. The variation is meant to give you options to improve her condition and mood. Essentially, the more you spend in budget the higher her condition could be for the week. Or it could improve her mood if she’s in a bad one from the previous week. The downside being you will be losing a lot of money in a single week. The opposite is also true, lowering the budget to 50 or 0  could result in lowering the condition or creating a bad mood. But sometimes you might need to save money so lowering the budget might be helpful in the long run.

Adding food is a method to predominantly affect her condition. If you were to add a healthy food for instance, her condition might increase. Or if you were to add sweets, her condition could decrease. But this might also result in her mood improving.

Adding hygiene products equally affects her mood and condition. To put it simply, the higher-quality the products you use, the better it will affect her. 

Adding housing products predominantly affects her mood.

Assortments work like a wild card. You can add either food, hygiene or housing products into assortment. There are also specialized items that can only be placed into assortments.

Along with affecting mood and condition, some of the items will affect other stats. For instance, a certain food item might increase your stamina for the week. Or a certain hygiene product might increase your chance of getting a bonus on a particular job.

The food, hygiene, and housing products have what is called a shelf life. After a fixed number of weeks the products become useless and you can no longer use them. Food has the shortest shelf life, they are consumed in a single week if used, but generally only last between 1 and 3 weeks if not used. Hygiene products will last between 1 weeks to 8+ weeks. (depends on the quality) Housing products have the longest shelf life but have a tendency to break if used consistently. Both Hygiene and housing have their shelf life consumption doubled when in use.

If a product becomes useless you will be able to sell it to get at least half back of what you paid, so it won’t be a complete loss. But you should be cautious of what you buy to not waste your money. 

Next I want to discuss the information you see on the right of the screenshot above. This screen controls the personality of your daughter. It’s a pretty simple and straightforward approach. You just set the attributes you want to develop and each week it goes up by a fixed amount. 

As your daughter grows the personality traits begin to reveal themselves with each new situation she’s in. For example, If you’re in a situation that involves saving your life or helping another, you might get a unique menu option that will only show up if you put points into “altruist” or “narcissist”. Likewise, your daughter will begin to say things on her own purely based on the personality traits you foster.

Finally, towards the end of the game if you manage to get her personality traits high-enough she might gain a unique appearance. (well, that’s the plan)

The last option there just showcases the job proficiency. The longer you work a job the higher the proficiency increases. I will go into more detail when I start showcasing all the jobs.

That’s all for this update, next week I will have the next monthly update and a video prepared for you guys. Until then, stay well.

Weekly Update 9 Mar 2021: Title Screen

This will be a really short update but I will like to show you the title screen of Guardian’s Guide.

The title screen show cases the daughter in her adult (18 year old) form. What do you think?

I plan to animate her as well as spice up the background with a bit of animation. But I won’t do that for a while as I want to continue toward creating the introduction of the game. Once the intro is complete, I will double back and finalize all the details I skipped. There is lots of work to do, yet so little time.

Until the next update, stay well my friends.

Weekly Update 8 Mar 2021: The People

This week has been rather short and unproductive, the truth is I don’t have much to say. And the worst of it all is I currently don’t have internet at my home to properly update this site. (posting from my phone) Nonetheless, I will give you a brief update of what I’ve been doing this week. 

As I have mentioned in the previous updates, I want to get started on the intro of the game. This involves going over every “Game Loop”. A game loop is a part of the game that repeats thoughout the entire session, in my case that will be the weekly budgeting, the jobs, the shopping, the exploring and the battles. So the intro of the game will touch on every game loop I just mentioned. 

But before that, I have a few characters that need to be animated. I won’t have  every character ready by the time the intro is completed but that’s expected as I only have one artist and myself.

Today I want to show you one of those characters. This character is currently being animated and he is the first character you will see in the beginning of the game besides the daughter. 

His name is Julius. He is a social worker for the government and is directly in charge of the guardian initiative.

That is all I will say today, hopefully next week things will be back to a normal schedule. 

Small Home Page Changes and Life

I’ve made a small change to the home page. I separated the monthly and weekly dev blogs so each could be accessed more easily. As a result, I’ve created a new window for news below the dev blogs. At some later point I will add more to the home screen which will result in me pushing the news even further down. Well, we will see once we reach that point.

Due to recent life events I will end of moving to a new location. If everything goes smoothly, my work pace won’t be interrupted. I don’t know the move date but it could be as early as next week or a few weeks from now. I prey to all the heavenly beings my pc doesn’t die in the moving process. (it has happened before)

I might update a weekly blog this sunday. I will show off a new character in the game that won’t appear in the monthly update for a while. If you want access to the weekly updates please consider becoming a member. Your contribution helps tremendously with completing this game.

Onwards and upwards, as they say. More weekly and monthly updates to come!

Guardian’s Guide Dev Blog #2: Home

Hello and welcome to the second dev blog for Guardian’s Guide. If you missed the introduction to this game please check out the first dev blog here. It will get you up to date. In this post we are looking at the home screen for Guardian’s Guide. I go over most of everything in the video above so I will post the image of the home screen below and just highlight some of the important bits following the image.

The game works in weeks instead of days. Each week you work a job and on the weekends you can explore, visit people, shop, take care of home duties, take on quests or take a vacation. You can name yourself and your daughter. You can also give your daughter a birthday. Mood and Condition changes based on a series of actions or events. Note is the currency in this game. You can accumulate notes through jobs, quest, selling loot from exploring and other random events. Stamina is vital for jobs and exploration. Once you run out of stamina, you will need to start a new week to recovery it.

Height, Weight, Bust, Waist and Hip rises as she ages. You can also give her specific food that affect these values. Upcoming Events is a list of events that happen throughout an entire year. Not every event is listed, some will show at a later date or will be a fixed date. Most of the events will be optional. At least that’s the plan. Resident Interaction is for direct communication with people in your home. This includes your daughter and those who visit your home throughout the game.

The background is the daughter’s bedroom and won’t change throughout the game. The daughter, on the other hand, will change. The age range for this game is 11-18, that will be 7 years of growth, not including the 18th year. Not only will there be 8 difference illustrations for each age but there will be illustrations based on the decisions you make for her future.

If you haven’t watched the video I go over more detail of each part of the home screen and give you a demonstration of the Resident Interaction. Next month I plan to go over “Budget”. It is the next most important screen in the game. (well, all the screens are pretty important)

If you want weekly updates as well as getting information before it makes it to the monthly update please consider becoming a member at allugic.com/support. Your support will directly help with the development of this game and future projects.

That is all I have for this update, until the next one, stay well my friends.

Weekly Update 7 Feb 2021: Guardian’s Guide Home Screen

Good day guys and gals, I have quite the large update for you this week. For this update I will unveil the home screen for the game Guardians Guide as well as the first in-game illustration of the daughter. This unveil will also be in the video and monthly update I will be releasing next week. Also, I will discuss everything I’ve been doing for the past week as usual. Let’s get started!

First, here’s the screenshot of the home screen.

The home screen is the default screen for the game. It has most of the information pertaining to the current state of your daughter. 

Most of everything you see in this screenshot is functional more or less, but the overall game is a work in progress so things are still subject to change. Today we will only be discussing the home screen, I will unveil more information about the different menu items at the top of the screen at a later date.

Date and Season

This game is experienced in weeks instead of days. This was a conscious decision, it’s just easier for me to manage weeks and I cut out all the loose fat of arbitrary days in a month. There will be 12 months in a year. For each month there are 4 weeks, which means there are 48 weeks in a year.  Each month is represented by a seasonal denomination. For example, “January” which would be week 1-4, is represented by “Mid Winter”. “February”, which is week 5-8, is represented by “Late Winter”. Furthermore, “March” which is week 9-12, is represented by “Early Spring”. I think you get the idea.

Name and Guardian

You will be able to create both the first and the last name of your character. You will only set your daughter’s first name and she will take your last name. I am considering giving you the option to decide if you want your daughter to call you by your first name or with the title of mom or dad. What do you think?

Mood

There are several moods your daughter will experience throughout the game. These mood changes are affected by a number of things in the game. It could be the food she eats, maybe something you say to her, maybe something that happened to her while she was out of the home, or maybe she just wakes up on the wrong side of the bed. The mood changes directly affect job conditions.

Note

This is the currency denomination in the game.

Age

 The age range in this game will be from 11 to 18.

Condition

The condition is a representation of her health. If her health gets too bad then she won’t be able to work or leave the house. Average health is around 55%, and her peak condition never goes above 99%. Once her health starts to get below around 30% is when she starts to get sick. Condition is affected by the food she eats, the work she does, the amount of exploration she does, and the budget you decide to use each week.

Stamina

Stamina is predominantly used for completing jobs and exploring the world. Once you run out of stamina the only way to replenish it is to start a new week.

Height, Weight, Bust, Waist and Hip

These stats are self-explanatory, they go up as she gets older. Depending on the food she eats some of these stats might increase or decrease slightly. I’m considering adjusting her character models if, for example, her waist increase is more than average. The change would be small and I don’t know if the player would even notice but it would be a fun detail. I could even make it really exaggerated just for comedic purposes.

Upcoming Events

This is a list of events happening throughout the city on a week-by-week basis. Most of the events are optional, but a few will be mandatory and some will be added on at a later date in the game. If you noticed in the screenshot the first event is her birthday. You can actually choose her birthday in the beginning of the game. She doesn’t remember her birthday since she spent most of her life as an orphan. It doesn’t matter what week you choose but she will most likely request something on her birthday. The good thing about this is whatever she requests or whatever you give her will have a boosted effect.

Resident Interaction

This is where you directly interact with those who are currently in your home. Here you can discuss things that might have happened recently with your daughter, you can also ask her questions, or just tell her how you really feel. People who visit your home will also show up here. You can talk to them the same way, or not. Some interactions will be optional, some will be mandatory.

End Week

This button will end the week after all the required material is completed.

 

That is the bulk of the home screen. Do not worry folks, there is a lot more information in this game than what’s on the home screen.  But there is one last thing I want to show you, here is the animation of the 11 year old daughter illustration in the screenshot.

(Please note, this is an early version of the animation, check the video from the 2nd monthly update here to the see improved animation)

Okay, enough about that, I will discuss the home screen again in the next monthly update with a video. It’s time to discuss what I’ve actually done this week besides the home screen.

As I mentioned in the previous updates, I decided to focus on improving the battle system. I’m glad to say I’ve successfully done that, and it looks a whole lot better. I won’t be showing that to you today because I’m not ready to unveil the battle system. But what I will be showing you is what I’ve done besides that. I’ve created a great number of icons that will be used in the battle system. Here are a few images of the icons I’ve created.

I won’t explain what they do but when I unveil the battle system they will make a lot more sense. 

As for next week, I will focus on putting together the video, and work directly towards a functional beginning of the game. The state the game’s in now can best be described as functional but disjointed. There is a lot of garbage and old material bloat throughout the project. I’ve added, changed and revised hundreds of different objects over the years, so I need to take some time and reorganize the whole project to make it easier to properly build the game on top.

Welp, that’s all for this week. Until the next update, stay well my friends.