First Devblog Post!

Intro

Welcome! You've stumbled upon the development blog for the game The Alchemist(working title). Here I'll be posting weekly updates on my progress as a way to both have a record of my progress as well as keep myself motivated.

This game is a solo project that I have been developing for around a month now. I recently graduated from Rochester Institute of Technology and while I worked on my Capstone, The Shattering Swords, with 10 others and a few Game Jams alone, this is the first game I have worked on solo with a large scope. The project will culminate in a release however because of the early stage it is in I don't have a release schedule yet.

Background

Since this is my first post I'll start by explaining the game I'm working on. The game is a 2D isometric adventure game with the current working title, The Alchemist, created in Unity. Within the game the player discovers and catalogs ingredients to make potions, has a small greehouse where they can grow herbs, help out the villagers, and heal the surrounding land through the potions they create.

You play as an alchemist that has been assigned to the town to cataloge the various herbs and discover why the surrouding land is becoming corrupted. When you arrive the town has been produced to ruins from the surrounding corruption and with your ability to harness the local wildlife you craft potions and research new ingredients to help clense the town. Further into the forest you find more herbs, stronger corruption, and perhaps what is behind it.

Current Progress

My current progress has mainly been in the systems and overarching design of the game. In the last month I've worked on the design for the cauldron, growing herbs, and foreging. The core loop of the game will involve the player going out and gathering herbs, making potions, helping the town/the land, and repeating.

Pickup Example

Currently the player is able to pick up herbs (the green objects) which are added to their inventory. I want the player to have easy access to their inventory to see both what potions and herbs they have. The overall functionallity is there however the look and feel will be updated later.

Place in Farm Example Gather from Farm Example

Also the player is able to use a farm plot (the orange space) to plant and grow herbs. The player selects the herb they want to plant from their inventory and then after some time the plant reaches it's fully grown stage and the player can harvest it.

Make Potion Example

The player can also make a very simple potion using the one herb that they are able to collect. The player uses the interact button, currently bound to Mouse 0, and if they have the required herb, the potion is placed in their inventory and the herb is removed.