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Other Projects => Other Games => Topic started by: Yolan on February 08, 2015, 10:45:40 am

Title: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on February 08, 2015, 10:45:40 am
(https://media.indiedb.com/images/games/1/41/40288/Title_-_Full_Size.png)

Hi all!

I'm working on a micro-CRPG / sim called Innkeep. It's a bit of Ultima 7 style classic CRPG, meets a modern day-by-day narrative survival sim like This War of Mine, with thematic ideas taken from Les Miserables (think, the crafty master of the house character, Thenarndier (https://youtu.be/WWzBtuGsXGc)).

Basically, I wanted to try and capture elements of what I like about CRPGs (narrative progression, interesting characters, the feeling of being in a world), but with a static location. The idea I had was to have a game set in that classic RPG location, the humble inn, where you are the one wearing the apron, and the people of the world come to you. You serve them food and drink. You tell them about recent rumors, and maybe share a joke or two. You hire bards to play music and keep everybody having a good time until late. And then you rob them. In their sleep. A little bit...

The game will have some light sim elements. You need to manage your stock of food, drink, firewood and candles. There is serving to be done, and you will need to do a bit of "creative" cooking. But the core focus of the game is really about "looking after" your guests. In the evening while serving, you are on the lookout for identifying which guests you want to try and steal from in the night. You need to eavesdrop on conversations, observe them at a distance, and use your silver tongue to try and wheedle out some clues. Once you have your mark, then, in the dead of night you can let yourself into their room, prying open backpacks, wiggling rings from fingers, slipping chains from necks. If you have done your job properly, they should be far too drunk to notice a thing. And with that extra cash you can keep this show on the road, despite the difficulties of wartime scarcity.

The idea is not to force you to play a mustached villain, but to have a bit of fun, and at the same time to try and push you towards having to make choices about who you will or will not rob, and why (a bit like with Papers Please).

Ever since I started part time work on the project a few years back I've kept track of my progress via dev diary videos on youtube (https://www.youtube.com/user/Danchanman1). Maybe check out an early video to see where I was starting from (like, can-use MS Paint but don't know what a layer is computer drawing skills), and drop in on the most recent video to see where things stand today. It can help you get a sense of how far I've come, and what kind of game it is shaping up to be. Then if you are on twitter (https://twitter.com/DanielOBurke), consider giving me a follow. I also have a site for the game here (https://innkeepgame.com/), (although I'm still in the process of upgrading it so it might be missing a few links). I'll keep an active eye on this thread so I can answer any questions you might have, but I also have a discord channel (https://discord.gg/hb4DGyX)if you want to chat more directly. Finally, you can learn more about ongoing development and get access to extra stuff like music tracks (by John Halpart) at the Patreon page (https://www.patreon.com/Innkeep).

Cheers!

Daniel

(https://media.indiedb.com/images/games/1/41/40288/mouth-ale.gif)
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Tellemurius on February 08, 2015, 11:04:21 am
My years of fantasy role-playing a tavern master has finally paid off.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Araph on February 09, 2015, 05:45:05 pm
Looks like an interesting idea, and I'm a sucker for dev blogs. I'll be keeping an eye on this!
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 09, 2015, 07:46:54 pm
Thanks. ;-) I'm a sucker for dev blogs too.

I've got quite a lot of notes and ideas written up already, but I'm going to try and release it more gradually alongside updates showing actual progress.

Yesterday I finished fully incorporating the background art into the game room (all the railings block you properly). For the rest of the week I'm focusing on smooth character movement and sliding against walls instead of getting caught. By the time of the next dev video I would like to show the first outlines of the drink serving system, but we shall see. I might get side tracked by animating the Innkeeper.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Moogie on February 09, 2015, 07:55:05 pm
Posting to watch. This is a really cool idea. :)
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Neonivek on February 09, 2015, 08:00:28 pm
Hmmm, usually fantasy inns are sources of information.

Would be interesting if the drinks you stock are obtained by receiving rumors. So you get a rumor about the elves and you get elven wine... but it isn't REALLY elven wine.

They order it, and get that info from you.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 09, 2015, 08:20:52 pm
Hmmm, usually fantasy inns are sources of information.

Would be interesting if the drinks you stock are obtained by receiving rumors. So you get a rumor about the elves and you get elven wine... but it isn't REALLY elven wine.

They order it, and get that info from you.

That sounds like a nice detail I could work into a quest. There will be some political intrigue going on that you may play a role in.

EDIT: Thinking about it some more, I wonder if Fallen London style rumors and secrets could work as multipliers on how much people pay you for drinks or food. You would want to save up the better multipliers to use for the richer guests. These rumors and secrets might be collected via the quests and sub-quests, rather than simply having them reward you directly with money. Something to think about...
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Metalax on February 09, 2015, 08:59:28 pm
Interesting. Kind of like an Inn based Reccetear. I'll keep an eye on this.

You say that the campaign will be a month or two long, will it progress to a free play situation after that?

Also, potential for new game+?

Finally, any intention of modability for the game?
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 09, 2015, 09:16:18 pm
Interesting. Kind of like an Inn based Reccetear. I'll keep an eye on this.

You say that the campaign will be a month or two long, will it progress to a free play situation after that?

Also, potential for new game+?

Finally, any intention of modability for the game?

Yes on the free play. Something like the "endless mode" that you see with Papers Please. Basically running the inn with a gradual and on-going ramping up of difficulty. Maybe a hard-core mode with more limited funds. It would be cool if the complexity of the different components leads to the potential for generation of some deeper strategies, allowing people to compete for high scores (days lasted) etc.

Modability sounds nice, but I'm not a modder myself, and don't have any experience/understanding in this area. So if it ever happens it would probably be something I looked into adding at a later stage.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Zireael on February 10, 2015, 02:42:07 am
PTW. Sounds amazing!
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Neyvn on February 10, 2015, 03:41:46 am
I love these types of games so yeah please...
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: EuchreJack on February 10, 2015, 10:08:43 am
Love the concept.

I'll ask what all freeloaders looking for new games would ask: Will this be free, or will you be charging for this?
(These days, it won't matter much to me, but it used to be Question #1 for me)

I understand it's downright offensive, but people will want to know asap.
(If you don't know, that is ok).
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Sensei on February 10, 2015, 03:50:34 pm
Here's an idea: you learn about quests from listening to guests that drink in your tavern. Adventurers also come through looking for quests, and if they take one and succeed they share the reward and/or drink at your tavern more ofyen. But, you have to judge how difficult the quest is, because if you give a hard quest to an inexperienced adventurer, they'll be killed Or return unsuccessful.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: nenjin on February 10, 2015, 05:31:51 pm
Must have: bouncers as characters who are basically like your fighters in any kind of combat situation that would arise.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 10, 2015, 06:59:31 pm
Here's an idea: you learn about quests from listening to guests that drink in your tavern. Adventurers also come through looking for quests, and if they take one and succeed they share the reward and/or drink at your tavern more ofyen. But, you have to judge how difficult the quest is, because if you give a hard quest to an inexperienced adventurer, they'll be killed Or return unsuccessful.

Actually, that is a really cool idea. I already had plans for a "broken adventurer" variant of the regular adventurers. Somebody who had seen his whole party get killed. Maybe he comes to visit after a failure scenario because you gave them a quest that was too hard (or maybe you tipped off the evil wizard).

Quote
Must have: bouncers as characters who are basically like your fighters in any kind of combat situation that would arise.

Under consideration, depending on in what form combat is incorporated. If I go the whole hog and have street fighter style combat going on then that would be nice (but that would be a "stretch goal", as they say).

Quote
Will this be free, or will you be charging for this?
Ideally I intend to charge for it, unless unforeseen circumstances push me towards abandoning/early release. While I am an amateur still learning as I go I want to put in quite a bit of polish and provide something that people would feel happy paying for. That includes actual art and music done by other people. So maybe it won't be ready in a final form for a couple of years. I hope people will be enjoying it long before that for play testing and so on of course.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: EuchreJack on February 10, 2015, 11:33:17 pm
Quote
Will this be free, or will you be charging for this?
Ideally I intend to charge for it, unless unforeseen circumstances push me towards abandoning/early release. While I am an amateur still learning as I go I want to put in quite a bit of polish and provide something that people would feel happy paying for. That includes actual art and music done by other people. So maybe it won't be ready in a final form for a couple of years. I hope people will be enjoying it long before that for play testing and so on of course.

Thanks for the honesty.  I'd rather you charge for something completish rather than abandon for free.  It is certainly an awesome concept!
...Although music might be a luxury.  How long before the player mutes and boots up their music player anyways?
And Art just boosts the system requirements, which actually reduces customers.  But I'm still sore over not being able to play something I bought on Steam due to outrageous system requirements, so that is probably just me.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 11, 2015, 01:15:46 am
That's OK.  ;)  It will still be a simple 2D, just hopefully with art that is a bit prettier to look at. It will run on a regular old laptop.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: scriver on February 11, 2015, 09:11:53 am
Posting to watch and share the obvious theme of the game (https://www.youtube.com/watch?v=7k6uqhKEAOM).
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Araph on February 12, 2015, 12:27:51 am
...share the obvious theme of the game (https://www.youtube.com/watch?v=7k6uqhKEAOM).

I second this motion.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on February 22, 2015, 09:24:49 am
Hi guys. It's been two weeks, and I now have another developer diary vid to show how things are coming along.

http://youtu.be/igjE2qHhMAM (http://youtu.be/igjE2qHhMAM) 

Basically I've managed to set up a lot of the foundations for the core of the game. It's starting to come together.

There is now:

A menu system.
Smoother movement.
A GUI time piece (candle).
A functioning bar system with steins and barrels, serving and drinking.
Now has a shader system.
Gets darker as it becomes evening.
A working fireplace.
Tables.
Other under the hood stuff.

And other things I've forgotten or aren't visible. There are some variables operating behind the scenes now that I haven't really talked about, but which impact things in subtle ways (for example, guest mood).

I hope to have another development video up in two weeks showing table conversations and a few more guest types. The plan remains to have a working "playable" game within the next couple of months, after which I can start to flesh it out with guest types, story, balancing and polishing.

While I only update the webpage infrequently, I make little comments on my twitter every day. So if you want to keep an eye on how things are doing or send me questions, please follow @ (https://twitter.com/DanielOBurke (https://twitter.com/DanielOBurke)).

Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on March 08, 2015, 09:14:04 am
It's been two weeks, so it's time for another development diary. This is #3.


http://youtu.be/C1vJO4lPuNA


New Features:


- Candles and candle lighting for all the tables.
- The light cast by candles and the fireplace now flicker.
- If a lit fireplace goes out, the flame will turn into a glowing coal version for a while.
- The ability to send guests to any table, and have them sit at random in an empty position.
- Zooming in and out with the mouse wheel.
- A cursor.
- Shadows cast on the ground by your own character and by guests.
- Movement now also possible by holding down the left mouse button.
- Character no longer tries to walk towards objects clicked on for selection purposes.
- Guests now have uniquely generated names.
- Selecting guests will show their names, but also their mood and their gold (with unique sprites for each).
- Selecting barrels will also show what kind of drink is in them, as well as the drink quality.
- Selling a drink to a guest will now make the purse in the GUI flash, and play a sound effect of some coins dropping (sounds much worse with the recording software than it actually sounds!).
- Characters are scaled according to how deep they are in the room, in order to strengthen the sense of perspective.
- At day end there is now a fade-out fade-in transition effect.
- Adjustments/improvements to masking/selection code. - ARG!
- General code improvement/bug fixing - More ARG!
- New (but still terrible looking) character sprites


The changes made this week have mostly been about functionality of the interface rather than content. It is now easier to control your character and easier to interact with the world in general. There is also more information and feedback for the player to let them know what is going on. The result is that it now feels much more solid and believable to play around with. What exists behaves more like I would expect it in a proper game, and that's pretty exciting to see. Along the way I have been learning a lot about how GML (Game Maker Language) works, making more use of scripts and other techniques in order to streamline my code and achieve the effects I've wanted.

The next couple of weeks development will hopefully be spent getting people at tables to talk to each other, and allow the player to interact with / speak with guests. I would also like to add several new guest types, and remove any remaining odd behavior from the guest selection code before getting ahead of myself. Making the code more solid and modular is not as rewarding in terms of having something concrete at the end of it to show people, but it will save a lot of work down the track hunting down bugs and re-writing things that aren't flexible enough. I've got some of that done these last two weeks, but there remains some more to do on that front.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: MrWiggles on March 08, 2015, 02:28:17 pm
ptw
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on March 24, 2015, 05:45:02 am
Delayed by a couple of days, but here is Dev Diary #4 (https://youtu.be/y_L2C1A8YWA).


Newly Added Foundational Code

- A brand new object/guest selection system using pixel precise, reliable selection code that can handle object overlapping. What is on top is what gets selected.
- A brand new pathing system which makes use of grid based path-finding. Can be used by both guests and the player.

Major New Features

- A feedback system (makes use of the new masks developed for the selection system). When the player can interact with an object, it highlights and text appears in the GUI to tell the player what they can do. Makes interaction with the world easier to understand.

- A one-click action system (making use of the new pathing system as well as the new masks and feedback system). If a player clicks on something they can interact with, but are too far away to interact with it, they will walk to the thing and then interact. This removes the need to manually manuever the player around the play space in such a painstaking way.

Minor New Features

- Sound effect for the fireplace. The stronger the fire, the louder the effect.
- Tables now have shadows under them.

Bug Fixing (as always)


The last two weeks saw a big breakthrough in two areas I really needed in order to make this game do what I want it to do - reliable selection (the previous system was really only (poorly) simulating an actual selection system), and actual path finding (also only simulated previously with a more crude system). These are both in now, and working nice! The path-finding still needs some polish, but I can happily move ahead and onto more interesting game features while knowing that things work well-enough. The foundation shouldn't need any fundamental redesign.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on April 19, 2015, 11:17:30 am
Time for another developer diary. This is number 5 (https://youtu.be/Mxi6K-fiOuc). :-)

Major New Feature

- Basic conversation framework. Guests will talk with each other if there are two or more people at a table. Guest "tweets" have different categories which depends on their mood. Merry guests might tell stories or jokes, less merry guests might grumble or speak of rumors. If you are within earshot, a text box is displayed. If not, a sprite. Guests will now have their mood influenced by the speech of other guests. The change is now shown by a sprite displayed above their head.

Minor New Features

- Added new sprites for the player object, showing the direction the player is facing.
- Guests will not have "full" steins in their hands (with froth) all the way until they finish drinking. Rather they will change to the "empty" (no froth) stein sprite version after a while to show that the contents is being depleted.
- Filling a stein with ale no longer happens instantaneously, but takes a little bit of time (currently a little over a second.) Accompanied by a little animated sprite displayed above the player, which shows a stein being filled. Something similar can be created in the future for other activities which take time.
- When you receive money from a guest it will now display the amount received as a sprite above the player.

Improvements

- Guest information is now provided with a simple mouse-over instead of having to select them. Reduces the barrier to getting important information.
- Mouse over code developed for guests has been incorporated into other surfaces such as tables, so if you are mousing over a guest who is standing by a table which has a tankard on it that you can pick up, you won't have both the table and the guest highlighting. Out of those things which can be highlighted, only that thing which is directly under the mouse will react.
- Completed firewood sprite, so it now fully depletes. Added woodchips drawn underneath.
- Improved player feedback for tables: Tables now have a variable for their population, and will check this variable when you are mousing over them or when trying to send somebody to a table.
- Objects which can be carried, stein (empty/full) and wood are now incorporated into the relative character sprites, so that they look more natural (are being actually held), and scale when the sprite scales according to where they are in the room (depth scaling for sense of perspective).
- Long running issues with collision fixed. With the new pixel perfect system the player will no longer be stuck inside objects as before. Did ruin a few smaller things though... Two steps forward one step back with this. ><
- Tweaking of path-finding code to make smoother and more bug free.

Bug Fixing

- Discovered and fixed a long running bug with assigning people to tables due to improper use of the random number generator



Starting to break new ground with adding features now that a lot of the key systems are in places. Looking forward to introducing new guest types in the next video. In the near future I want to add an income report at the end of each day, and shopping options at the start of the next.
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: Yolan on April 21, 2015, 09:02:53 pm
Vilanat has done some fan art. ;-)

(https://dl.dropboxusercontent.com/u/21309241/innkeeper/InnKeepLogo.png)
(https://dl.dropboxusercontent.com/u/21309241/innkeeper/Bartender.png)
Title: Re: Innkeep! - A game I'm making where you get to run an inn in a fantasy setting
Post by: scriver on April 22, 2015, 01:01:50 am
Very nice!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 03, 2015, 07:48:28 am
(https://pbs.twimg.com/media/CEDrIJ9UgAAqecy.png)


Time for dev diary #6.  (http://youtu.be/A-p_cL_LqoM)
Quite a lot of new stuff to show off.


== Major Features ==

- There is now an icon system for guest needs. Right now that means simply drinking, but later could include food and shelter. When a guest doesn't have a drink, an icon will appear at the top of the screen. Icons slide along and stack on each other properly. This system allows you to immediately have the information you need about how many people need serving. You can also find out which icon represents which guest by mousing over it, which makes that guest become highlighted.

- There is now a barmaid. When idling she will walk around the tavern sweeping. She will also collect empty tankards from the tables and return them to the shelf for you.

- Guests will now smoke pipes sometimes. Each smoker is adding to the total amount of smoke in the room. As the amount increases clouds of pipe smoke will increase in number and become more visible, wafting about. By the end of a busy night the inn might become quite smokey.

- Guests now actually sit down instead of standing next to their tables. Perhaps not a "major feature" from a gameplay perspective, but required a significant amount of work integrating/adapting sprites properly with the tables and benches when sitting. It wasn't enough simply to make the guest sprites shorter.


== Minor Changes ==

- The glove cursor is now drawn to GUI, so it goes -over- GUI elements like a good glove cursor should.
 
- There is now a cellar door. That goes nowhere....

- Added a circular glow effect to the candles.

- Added a proper debugging mode that I can switch on and off, making various cheat buttons active for spawning things and changing different variables.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: scriver on May 03, 2015, 09:04:53 am
Mysterious cellar doors! The beginning of many an adventure!

Speaking of which. Will the game allow me to hire beginner adventurers to kill rats in the cellars? I feel that would be a very important feature.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 03, 2015, 09:47:58 am
Lol. Sounds like a good mini plot. Rats are coming in at some point. There should be one or two scurrying about when there still aren't many customers.

EDIT: Incidentally, I am keeping the original post updated with a list of videos done so far. I've also added a self-introduction written from the perspective "protagonist" of this game.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Parsely on May 03, 2015, 08:41:25 pm
PTW.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: sambojin on May 04, 2015, 05:42:20 pm
Whilst you're certainly only a barkeep for the coin, do the drinks you serve have any additional effects than mood and sobriety? In some games, food and drink is virtually a magic and potion system in itself.

Someone going off to fight a dragon? Maybe a little something to boost fire-resistance could cure what is about to ail them?

Feeling a little slow? I've got just the drink for you....

It might even be nice to do a few background rolls (DnD style or from any system) to see if it had any effect. If they rolled a 15, and your drink changed their fire resistance to a 17, and that was what made the difference between success and being burnt to a crisp, they'll be forever in your debt and laud your tavern's drinks for years to come.

They'll be pretty happy with just a drink. They'll be really happy that you have a keg of Dragon's Blood out the back. They'll be ecstatic if that drink made all the difference (whether they know that was the reason, or not). No real negative if it didn't do much, at least you tried (and perhaps lost a sizable profit margin because specific booze is damn pricey). Word gets around that your tavern is THE place to hangout before an adventure, even if only you know that it's your drinks making the difference. It's like an investment.

It also gives a nice way of being evil. They're happy with the drink you got them, it was expensive grog at a good price, but since they were a problem client, you just made sure the dragon won. It wasn't bad for them, it just kind of made them a bit faster and a lot less impervious to flames. The last guys loved it. Top quality drop they said. But then again, they were fighting zombies, not dragons. Oh well.......

Cement mixers, DnD style. :)

Might make for more interesting rumours, specific mission send-offs, recovery of favoured clients, drink-type collection and utilization, and the ability to harm annoying clients all the more fun.

Have specifically good drinks (pricey/fairly unprofitable, but good happiness and a specific boost to an adventurer on his next mission), mixed-bag drinks (good for some things, with negatives to others) and specifically bad drinks (very pricey/completely unprofitable/costs you a lot, so gives high happiness, but could kill people. No upside other than being the most top-shelf liquor. Plus, can kill people that break your furniture, but only on their next mission).

Plus all the "normal" grog you need to serve customers to make the money required to buy these things.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 04, 2015, 09:09:38 pm
That's a nice idea.  ;)  At the moment the idea is it will just effect sobriety/mood, but there are still a lot of things up in the air. For example, there aren't even any adventurer guests just yet, and I'm still not sure how I will implement what is unique about them (going away and doing things between days and coming back again at a later point). Selling them some kind of special drinks might work depending on what kind of system I go with.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Parsely on May 05, 2015, 01:12:28 am
As the owner of a bar you're always hearing about people's problems, so you act as a middleman by hooking people up with adventurers and business partners and such. Classic RPG quest giver.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 05, 2015, 02:34:56 am
Yeah that was Sensei's suggestion. Definitely going to go with that. But also jokes/stories that you can deploy for improve guest mood. They can be collected in some manner and used at strategic moments.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 11, 2015, 10:16:57 am
I've written a fairly lengthy post on the site (now at www.innkeepgame.com) on developments to the vision of what the game will be.

http://innkeepgame.com/new-developments/

Quote
After several months developing the idea of the game world and play space, a final piece of the puzzle has clicked into place. The adventurers who populate your inn in Innkeep! will be persistent. Your inn is where they rest and recover between their adventures, gain new members, plan their next trip, and receive advice and a fortifying meal.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: scriver on May 11, 2015, 10:40:21 am
And most importantly, where they spend their hard-earned loot!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on May 11, 2015, 07:28:23 pm
;-)
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on January 13, 2016, 10:15:27 pm
Surprise! Dev diary #7.

Be warned, the sound quality is not so great on this one.

https://youtu.be/Dmy9po5qOTg


 == Major Features ==

- Addition of new kitchen area. Smooth camera transitioning when the player enters or leaves this area. Lighting of the kitchen or common room is turned on or off when the player moves in or out of the area, as is transparency of the kitchen walls. The lighting on the bar and tables as well as the pipe smoke is also factored in to take visibility into account.
- Trapdoor with cellar GUI has been added. This is the first GUI interface to be added into the game. It initially allows for swapping barrels in and out of use under the bar, although other possible functions may be added later.


 == Minor Features ==

- Addition of day counter appearing briefly in the middle of the screen at the start of each day.
- New camera system. Zooming has been removed, with what is visible on the screen fixed to make sure all the tables can be seen properly. When the player walks to either side of the screen it will move a little to show what is on either side, but then snap back once they are in the main area where all the game play takes place. There are basically two main areas where the view is fixed. The common room, and the kitchen.


 == Improvements ==

- Replacement of path finding system... While I had managed to improve the previous system it was still too unreliable and hard to work with. An entirely new approach was necessary. It has been working now without any serious problems. While implementing this system I have also improved related/connected code and unified some processes that were done separately, making everything more clear and concise.
- The code handling the players pathing towards interactable objects has been revamped. Partially as an improvement using the newly added pathing code, but also in how it handled the required distance the player needs to be from the interactable object. Previously you could directly interact with objects with certain radius, but outside that radius you would path to a specific coordinate. Now you will instead path to that coordinate -until- you fall within that same radius limit that made the pathing take place to begin with. This is much more sensible and easier to use.
- Rationalization of guest sprite system to make more modular. Tankards are no longer baked into the guest sprite, but are drawn separately. Decreases workload later for adding new guest types as the total number of sprites is much reduced. This was done previously, but baking was used to deal with the scaling issue. I found a better solution by simply changing and drawing the sprite index multiple times within a single frame of animation. Underlying code has also been vastly simplified in preparation for reproducing with new guest types.
- Guests will now come up to the bar properly instead of standing at some distance from it. They will also place their tankards on the bar surface.
- Adjustments of background tiling and positioning of objects such as the fireplace in order to ensure matching between grid and objects and room borders.
- You can now see the tankards of guests sitting facing away from the screen.
- Tankards held by guests facing the screen are now drawn on top of the tables.
- Position of the shadows of sitting guests now match up properly with their bodies.
- Tankards now have three variations instead of two, with an added "drunk a little bit" version. As guests drink the tankards transition through these states, giving you a little bit more information on how much they have left to drink.
- The contents of barrels are now shown simply by mousing over instead of selecting for ease of access to information.
- Needs icons will now pop down a little when highlighted, and also be more colorful, in order to increase visible feedback. They will also highlight (but not pop down) if their owner is moused-over.
- You will now longer highlight guests you mouse over when holding a full tankard. Instead only those guests without drinks will highlight in response to being moused-over, making it easier to quickly locate and provide drinks to those who need them.
- Improvements to menu and GUI icons to make them displayed relative to the resolution of the screen. Basically making things less likely to break and look odd when playing on other computers.


 == Bug Fixing ==

- Fixed a bug where sending a guest to a table before they had arrived at their bar slot would leave the bar slot unavailable.
- Massive streamlining of code for sending guests to tables. This had the benefit of fixing a bug which made it necessary sometimes to click multiple times to send a guest to a table which was quite full. Kind of happy about this while also embarrassed about how crazily I coded it the first time though.
- Fixed an issue with mouse-over text being written directly over the top of selected-guest text instead of replacing it.
- You will now now longer move if you click on top of a guest needs icon.
- Guest masks will now adjust to take into account if the guest is sitting (i.e. the invisible mask object will also sit), meaning you can no longer select them by hovering your mouse some distance over their head.
- Fixed character shadows being too light.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on January 27, 2016, 02:28:16 am
Hi everybody. Here is the dev diary for January. Expect the next one in about 30 days. I did get a new mic (two actually...), but still not the greatest sound quality. Sorry! At least no nose sniffling or watermark with this video.

https://youtu.be/WwoB2219clg

 == New Features ==

- New guest type! This one is a soldier.
- New sprite for both the innkeeper and for the commoner guest. They look prettier, but also have been done with a new simplified sprite system in mind. Instead of having left, right, front, back variations, we have one simple variation. This makes more sense for when they need to be animated in the future. The new sprite faces a little to the front and to the right, and can be flipped to the left if needed by simple code. These sprites can also easily be modified slightly for making seated variations.
- Along with ale there are now two new types of drinks, wine and mead. Each have their own barrel sprites, stein sprites and needs icons.
- Guests will specifically ask for a type of drink now, rather than just generically ale. You can only serve them what they have requested.
- After standing for a little while guests will generate an icon showing that they would like a seat. This disappears when they are directed to a place to sit.
- Icons will begin to change from white to pink to red as a warning when they have not been met for some time. Neglect addressing a guests need for long enough will now result in the need being "failed", with it disappearing and the guest taking a hit to their mood.
- The display at the bottom of the screen showing guest information now also displays all current active needs of that guest in icon form.
- The mood icon in the guest info display has also been replaced. It now shows a close-up of the guest's face.


 == Improvements ==

- When moving barrels in the cellar GUI it is now possible to drag a barrel over a slot where a barrel already is present and swap it with the location of the barrel you originally grabbed.  This is just more convenient, but also necessary for when the cellar is full and you want to shift your barrels.
- When serving from behind the bar to people at the bar you now always path behind the bar to a point that is closer to them, rather than pathing out from behind the bar and around, which used to happen. Makes serving easier and more sensible.
- When mousing over a guest if they have a needs icon it will now highlight and pop down a little, basically the same but in reverse as if you moused over the needs icon and had the guest highlighted. This makes sense now that we have multiple needs and wish to know right away what that specific guest wants.
- Added a few more sound FX. These will all need re-doing later, but it's nice to at least code in some temporary ones here and there for now. There is now a sound for pouring drinks, a popping sound for needs icons, a sound for moving barrels, and a sound for the front door opening.
- Various drink qualities now exist, instead of everything simply being average. An integer between 0 - 100 is represented as very poor quality, poor quality, average quality, high quality or excellent, with each of the five descriptions representing a spectrum covering a range of 20 percent out of 100.
- Filled out the tankard shelf with more tankards. Later these might need to be purchased as you progress.
- Guests now wait a moment by the front door when first appearing, with audio playing for the door opening and being shut. They also don't issue a request for drinks until they are up near the bar.

Webpage: https://innkeepgame.com/
Twitter: https://twitter.com/DanielOBurke
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Puzzlemaker on January 27, 2016, 08:54:32 am
Looks good mate!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on January 27, 2016, 10:26:05 am
Cheers! Going to try and keep a sustainable steady pace going this year. Just one dev update per month going forward. Hopefully by the end of the year there's a playable prototype that people can test.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Parsely on January 27, 2016, 01:32:46 pm
Keep up the good work Yolan.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on February 28, 2016, 10:43:22 pm
Hi guys. Just recovered enough from my gross illness to be able to sit up in bed and record the February update.
 
https://youtu.be/K5lYe2KdXa0


=== New Features ===

- New guest type. A hedgewitch. Crude like a commoner, but a little more honest.
- New "shout" system using speech bubbles. When a guest wants something they will generate a clear speech bubble which contains an image of what they want, instead of simply displaying the icon above their head. The speech bubble will re-appear as the need becomes more severe, with its appearance changing to be more jagged to indicate yelling. The bubble has its own lighting object which is incorporated into the shading system, so that the shout is always clear regardless of how dark the room is, making it look like a GUI object while still actually being a regular object in the room.
- New guestbook GUI screen. Along with the cellar barrel GUI, the game now has a guestbook GUI which is accessible by clicking on an icon next to the time candle in the bottom left of the screen. This book initially serves as a bestiary of sorts, including information on the types of guests who have visited your inn to date. The pages of the book expand as new guests visit, and navigation through the pages is by way of either clicking on the corners of the pages or by using the mouse wheel. It might later be expanded to be a gateway to other game functions too, such as for keeping track of rumours and jokes/tales.
- New end of day screen. When the day ends the game now takes you to a screen where you can see a summary of the day. Information such as the amount of money made can be displayed here. The player will also have the option to save and quit from here in the future.


=== Improvements ===

- Further revamping of how guest information is displayed at the bottom of the screen. The guest mood sprite is now drawn quite a bit larger with the guest's name drawn over the bottom of it. Nicknames/titles have also been fleshed out with more variation. They now also can come before or after the guest's name.
- If a barrel is emptied out then it will no longer display "0 pints of very poor quality nothing", but instead say "an empty barrel".
- Updated the look of the game title sprite in the main menu.
- Redesigned the system for scaling characters in order to resolve an issue where mask objects were not always facing in the same way as their owners (i.e. facing to the left when their owner was facing to the right, causing the mouse-over area to not match the sprite).
- Fixed a strange bug that was causing guest masks to become solid sometimes. Turned out it was due to wrong bracketing in the player object relating to the trapdoor GUI.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: scriver on February 29, 2016, 03:26:38 am
Glad you're better. Update is looking good!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on February 29, 2016, 06:46:00 am
Thanks. The next one should be really cool too. I'm looking forward to it. ;-)
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: SOLDIER First on May 26, 2016, 08:38:11 am
ptw
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Ludorum Rex on May 26, 2016, 11:59:45 am
Really great concept and idea. Looking forward to playing it.

P.S. It looks like the webpage is down right now.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on August 19, 2016, 11:41:40 pm

Hi everybody. I've been getting back into doing some development these last two weeks, and I have enough features for a new video. This is number ten.

https://youtu.be/HWe7F8A9W5c


=== New Features ===

- When chatting, guests now create larger speech bubbles which contain pictographic representations of what they are talking about instead of text. This is visually more interesting while also being quicker to understand at a glance, and at the same time avoids the annoyance of reading the same text dozens or even hundreds of times over during a game. Each guest type will have their own favorite topics to chat about, which will help ensure that there is plenty of variety. It can be a major way by which to inject some flavor and humor into the game.

- The days are now divided into two phases; morning and evening. During the morning phase there are no guests, it is brighter, and the candles are not lit. There is no time limit on this phase. The player is free to do some shopping in town for supplies, engage in narrative events with visitors, make strategic choices for the coming evening (chosing what to cook, what barrels to have ready, etc.), and do repairs and cleaning if necessary. The evening plays as per normal, with the candels lit, guests coming into the inn, and a timer counting down to closing time.

- There is now an in-game menu which can be pulled up by hitting the escape key. This menu pauses the game, in case you need to leave the computer for a bit. It also lets you exit to the main menu, or just quit the game directly. It's pretty simple looking, but getting something in that is functional is the first step.

- The game now automatically saves itself at the start of each new day. This is indicated by a little flashing save-game icon. You can now continue your previous game from the main menu.  As it only saves per day, this makes the system relatively simple. But it does have to keep track of all the barrels, tankards and so forth.

- The main menu now has sub menus for "NEW GAME" and "LOAD A SAVED GAME" options. In each menu you have a number of save game slots (4) to choose from. The game will keep track of which slot is being used, so you can have multiple games playing at once. Some extra functionality/aesthetic improvements need doing in the near future, but for now it is functional.

- You can now go outside. This can only be done during the morning phase. The main function of the street outside is to act as a shopping menu. The player will later be able to visit a number of shops on the street, and replenish the supplies of the inn. It's entirely possible however that this play space might also be used for narrative events and other purposes in the future though.


=== Improvements ===


- Standardization of all the masks and origin points of the guests and their various sub-sprites. Slight differences were contributing to some quirkiness with their sitting down at tables. This is one of those things I should have realized was important from the beginning. Going forward all new guests will now adhere to the new standard.

- Behind the scenes I did a lot of cleaning up the main play space. Instead of directly placing objects such as the kitchen wall and the dark screens for fade-in/fade-out inside the room editor I've got them now loading up from an initialization script. What that means is that when I'm looking at the room in editor mode I no longer have it cluttered up with a bunch of stuff that I have to shift out of the way and then back in place again. That was a real head-ache and something I should have fixed earlier. Well, now it's done and it makes other things muuuch easier to tinker with. This will be a big help later on as more things get added to the play space. I've also gone ahead and done the same thing for all the benches. Each table now loads its own benches when it is loaded by the room. This means I don't have to drag and drop them out of the way to adjust something else, but also it will make it easier later on to handle the destruction/fixing of benches and tables.

- Polished up the main menu game title sprite a little, and added a little speech bubble that appears shouting for drinks etc. The window the bubble appears out of, the drink etc. asked for, and the timing between bubble appearances have all been randomized. I've gone ahead and added this because I'm getting the feeling that these bubbles are becoming iconic for this games style and I wanted to do more to push/recognize that aesthetic a bit more. The stark white of the bubbles contrasts against the more subdued colors of the game nicely, as well as against the black of the menu.

- Fixed how pipe smoke is drawn so that it is now a sprite which replaces the sprites of the guests temporarily much like tankards do. This is so that they have the same scaling applied to them as guests do, dependent on their location in the room. Previously pipe smoke was just a simple sprite drawn in place, which led to wierdness depending on where the guest was. Now it looks much more natural.

- The innkeep now moves smoothly when using keyboard inputs. When you press down on a key he picks up speed until reaching maximum speed, when you stop pressing he slows down gradually.

- Speech bubbles, large and small, both now fade out over a couple of seconds, instead of suddenly disappearing.

- The common room now has windows. They look different depending on if it is morning or evening.

Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: BorkBorkGoesTheCode on August 20, 2016, 12:03:51 am
This game looks fascinating!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on August 20, 2016, 12:05:12 am
This game looks fascinating!

Thanks!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: SOLDIER First on August 20, 2016, 12:13:20 am
The site seems to be down, though?
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on August 20, 2016, 12:29:28 am

You mean the webpage?

https://innkeepgame.wordpress.com/

Works for me.

Or do you mean innkeepgame.com? I stopped hosting when I realized I didn't have time to make a proper webpage. ;-) I thought I had replaced all links to that address. Can you tell me where you found it?
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: SOLDIER First on August 20, 2016, 12:32:09 am
The webpage link in the first post, in the beginning paragraph.
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on August 20, 2016, 12:45:17 am
Fixed. Thanks for pointing that out!
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yoink on August 20, 2016, 07:34:17 am
Wow, this has certainly come a long way since last time I looked!
Great to see the project's still going, game looks excellent. :)
Title: Re: Innkeep! - Serve Ale. Collect Rumors. Make Coin.
Post by: Yolan on August 20, 2016, 08:12:49 am
Thanks! It's a real shame that I haven't kept up the pace with the updates or it would be a lot further along. I'm going to aim for three or four more updates before the end of the year though.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: guessingo on August 20, 2016, 02:06:09 pm
I actually thought about doing writing a fantasy novel (for fun) about an Innkeeper. Instead of having him as the background character, make him the main character in a fantasy world. Would be tough to make it interesting without going over the top. Just something I might do for fun for myself. Neat idea for a game.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Retropunch on August 20, 2016, 04:02:18 pm
I actually thought about doing writing a fantasy novel (for fun) about an Innkeeper. Instead of having him as the background character, make him the main character in a fantasy world. Would be tough to make it interesting without going over the top. Just something I might do for fun for myself. Neat idea for a game.

That's kinda the plot for The Name of The Wind which is well worth a read if you haven't read it.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on August 20, 2016, 10:36:44 pm
I actually thought about doing writing a fantasy novel (for fun) about an Innkeeper. Instead of having him as the background character, make him the main character in a fantasy world. Would be tough to make it interesting without going over the top. Just something I might do for fun for myself. Neat idea for a game.

Thankfully it is possible to go a bit more over the top in a game than in a novel. I did some simple storyboarding for the introduction last night for fun, and it begins with you looting corpses on a battlefield to the tune of "For He's a Jolly Good Fellow". ;-)

(https://pbs.twimg.com/media/CqUMa3YVMAAGSDO.jpg:large)
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on September 19, 2016, 08:41:05 am
Hi everybody. It's been another busy month for development on Innkeep. Unfortunately it's going to take some more time before things come together in a way that justifies a dev video, but I did make a blog post on what I have been up to.

https://innkeepgame.wordpress.com/2016/09/18/reworking-the-basic-art-assets-for-the-inn/

I've also re-worked the webpage a bit to make it easier to navigate. And if you do want to get a bit more of a peek at what I am tinkering on now there is more material on my twitter feed that never makes it to the site.

Thanks as always for the kind words. I think you'll like what I have to show in the next video, although that might be anther few weeks down the line.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on October 09, 2016, 07:12:46 am
Hi everyone. Work has been progressing on the interior of the inn. I'm looking at releasing another development video at the end of the month to show off the whole thing all at once. It's shaping up pretty nicely, and you can get a peek on my twitter account (https://twitter.com/).

In the meantime, I think I have finally solved a major problem as regards the actual game-play, and how some different elements properly fit together.

I've done a big write-up over on my blog (https://innkeepgame.wordpress.com/2016/10/09/the-evolving-concept-of-innkeep/), which is easier to read IMO, but I'll repost here too. The original post has some images though if you want to check it out.

Spoiler (click to show/hide)

Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on February 16, 2017, 12:03:53 pm
Hi everybody. It's time for development diary 11.

https://youtu.be/8mBFQ02qBlw

=== New Features ===

-   A reworking of the art assets for the inn interior from the ground up, including:
Common room
   Flagstone floor
   New walls.
Kitchen
   Herringbone tile floor
   New walls
A stable
   Unique floor and walls.
Bedrooms.
   All unique floors and walls.

-   Reworking of walkways and staircases, making them into discrete objects that can now properly be walked on top of and under.
-   A new system for controlling player movement depending on what depth they are in. Barriers which exist when you are on the ground level are removed when you are upstairs, and conversely barriers which exist for upstairs are removed when on the ground level.
-   The inn now has bedrooms! When entering a bedroom the main wall fades away, and any walkways which are blocking your view become translucent.


=== Improvements ===

-   Fixed a long running serious issue where dynamic scaling of the character object caused its bounding box (which was scaling along with it) to expand into the bounding boxes of objects that it was passing by alongside. This could cause the object to get stuck, or even crash the game. Now, the player object still scales dynamically, but doesn’t actually have its own bounding box. Instead it simply follows a hidden box object which has a stable bounding box and has been given all of the movement code. Collision issues that had annoyed me for a long time are now totally gone, and everything is running smooth as silk in that department. Pixel perfect collision is back!
-   More behind the scenes changes to how some objects are loaded in order to make the room editor less messy.
-   Improvements to the bar to make it fit properly in the game space.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Urist McScoopbeard on February 16, 2017, 03:34:43 pm
Dude, this looks so good! I am excite!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on February 16, 2017, 08:22:22 pm
Thanks! :-)  I'm excited about getting back to coding actual features myself.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Parsely on February 16, 2017, 11:42:45 pm
Looking forward to seeing how this progresses.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: sambojin on February 19, 2017, 04:58:25 pm
If you ever get bored of doing the inkeep side of things, you could always add a bit of combat.

Here's Brew House Bash, a nice little ork based table top game from White Dwarf a few years ago. Should provide some inspiration.

http://rpg.by/index.php?act=Attach&type=post&id=15120

Mainly because I saw the upper walkway, I saw the tables, and I immediately thought "super elbow drop" as the natural conclusion to these facilities being in a medieval bar.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Parsely on February 19, 2017, 07:07:43 pm
Mainly because I saw the upper walkway, I saw the tables, and I immediately thought "super elbow drop" as the natural conclusion to these facilities being in a medieval bar.
I like the way you think.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on February 19, 2017, 10:57:36 pm
Hehe. Yeah I am pretty certain I'm going to put some combat in. If people start fighting you can expect some furniture to get broken, which will cost money to repair/replace.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on July 05, 2017, 09:44:19 pm
Hi all.

Just to let you know I am still alive and working on Innkeep. Unfortunately I have a lot to do for my day job so I have a tendency of dropping everything for months at a time.

Yesterday I posted a new article on recent upgrades to the furnishings to match the work I had done earlier on the floors, walls etc.

https://innkeepgame.com/2017/07/05/spit-n-polish/

As always, you can follow me on twitter (https://twitter.com/DanielOBurke) for more frequent updates.



Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Mephansteras on July 06, 2017, 07:00:20 pm
This is looking pretty neat!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Parsely on July 06, 2017, 07:47:15 pm
Nice improvements with the art, keep it up!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on July 06, 2017, 09:46:28 pm
Thanks! I sometimes post on screenshot saturday over at /r/gamemaker as well. I don't want to do that here because its a bit spammy.

Would like to make another dev video some time soon, but we shall see. Got a big to do list still...
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Haspen on July 21, 2017, 03:11:31 pm
PTW!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on July 30, 2017, 11:10:14 am
Hi again.

It's already time for another mega-post (https://innkeepgame.com/2017/07/30/for-there-is-always-something-down-there/).

This one covers the design process for the new cellar, from start to finish.

Hope you enjoy it. I had fun making it. ;-)

Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Ghazkull on July 31, 2017, 10:25:43 am
Nice its really getting along, PTW!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on July 31, 2017, 10:36:00 am
Thank you. ;-)

Looking forward to making dev video 12, but as it stands I still have a decent list of things to clear. Basically I want to get the play space nice and solid, with all the old functionality that I had last year brought back in (prior to the graphical upgrades).

From there, each video will be showing actual pieces of the core gameplay loop. ;-) Still a few more months out though I guess...
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: alexpoysky on August 03, 2017, 04:38:01 am
I just tweeted you. I'm an Exec Producer by trade, and I'm actually talking about my latest title, Regions of Ruin in this forum right now. I love the concept of your game and would love to see it achieve it's potential. If you are up for it I can net you financing, publishing and production.

Feel free to respond to the tweet if interested.

In any case I wish you absolutely the best of luck friend!
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on August 03, 2017, 06:34:20 am
Hi Alex,

I'll reply in PM, cheers.

D
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on August 14, 2017, 11:41:46 am
Hi everyone.

It's time for dev diary #12. ;-)

https://www.youtube.com/watch?v=rQLCg64TAGw


=== New Features ===

-   Added an actual cellar to replace the old cellar GUI. The player can walk down steps to go below the common room, and then directly lift barrels up and down from under the bar, which remains visible.
-   Bedroom doorways now have some fancy working doors that can be open and shut, with attendant audio.
-   All furnishings have received a graphical upgrade so that they match the new graphics level of the inn. This includes a new fireplace, new tables and benches, a new bar with new tankards and new barrels, a new trapdoor (cellar GUI), and a new woodpile.
-   Implemented new movement system for the player. This movement system is based on time, rather than FPS, so it should be smooth and consistent across machines. This system is also ‘slippery’. If the player hits a wall at an angle, they will slide along that wall. This is particularly helpful for going up and down stairs, and for walking along the narrow, angled walkways.

=== Improvements ===


-   When entering a bedroom, or the kitchen/stable area, the main play space (common room) of the inn darkens. This helps emphasize the transition, but also makes these areas stand out a bit more distinctly.
-   Reworked the walkway so that it fits snugly with the main wall. Previously there were a few places where it wasn’t fitting correctly.
-   Extra supports on left and right walkways have also been added by the stairs, and the positioning of the supports has also been adjusted.
-   Supports have received an improved look. They are now more solid looking (thicker), and connect with the wooden walkways more obviously.
-   The floor sprite has been improved. This includes some touching up of the detailing (extra cracks on the flagstones), but most importantly, for each point where building sprites come into contact with the floor (including the walls, the support posts for the walkway, and the fireplace), the base of those sprites has been incorporated into the floor sprite. What this means is that the visible “seam” between the sprites has been removed, making them look properly integrated as one surface.
-   The player sprite has been redrawn, including variations for holding different items.
-   Improvements to how the view is adjusted, according to the location of the player.
-   Many other small tasks tweaking different pieces of the new play space, making sure everything fits together and works properly.
Title: Re: Innkeep! - For He's a Jolly Good Fellow
Post by: Yolan on August 28, 2017, 07:17:10 am
Hi all.

Just to let you know that the main webpage has been shifted to a new host. If you were subscribed to my old wordpress.com site you won't be getting any updates from future posts.

You can check out the new site at:

http://innkeepgame.com/

Comments/suggestions welcome!

Please also consider signing up for the Innkeep mailing list. The subscribe form is just at the bottom of the page.


Also, if anybody had some suggestions of other forums you watch where I could open up threads, I'd appreciate it!

Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: Double A on September 12, 2017, 11:43:53 pm
Damn, I've wanted a pixel art game where you run a tavern for the past couple years. Is it possible to go legit, or is it like Recettear where you have to do increasingly shitty things to your customers to keep up with the Bastard Tax imposed by arbitrary authority figures? Not that I would actually have a problem with robbing my plastered customers blind. That's fucking ingenious. Inn + crime is like if you googled "how to appeal to Double A NOT strategy game"
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: MrWiggles on September 13, 2017, 12:24:06 am
I watched Dev 12 video, and 'perently I missed where the focus of the game changed. When the game first started, that tavern keeper was suppose to pick up romors and news, then give it out to adventures for them to go on quests. And now that seem to be dropped, and you just now robbing your Inn guests?
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: Yolan on September 13, 2017, 05:44:07 am
@ Double A

Robbing your guests is a key part of the game, and will be necessary in order to survive. But that said, who you rob, and how much, will be up to the player.
You want your inn to have a good reputation, so that lots of guests continue to visit. Robbing everything from everybody would sink you quickly. It also wouldn't be very nice.

@ MrWiggles

Early on in this thread (February 11, 2015) scriver shared a video of the Master of the House video from Les Miserables. That stuck with me as the theme of the game, which gradually evolved into what it is now. The original post about when I shifted towards robbery was made 11 months ago, and you can read it here. (http://innkeepgame.com/2016/10/09/the-evolving-concept-of-innkeep/). 

As I discuss in that post, sending adventurers out on quests as a core game mechanic was an idea I actually only played with for half a year, from mid 2015 on, but I just couldn't figure out how to make it work with the Thenandier "master of the house" theme. In the end it was good that I moved away from it for another reason: somebody else came up with a very similar idea at around the same time. Check out Epic Tavern (https://www.epictaverngame.com/) if you are interested.

A major part of the game will still be about being "jolly" and helping your guests have a good time. You will tell them jokes, serve them drinks, and look after them. And -most- of them you won't be robbing at all. So it is a game where you play as an innkeeper who steals, rather than as a thief pretending to be an innkeeper. You will also have opportunities to be a pretty decent fellow as far as things go, by helping some characters out, etc.


Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: Yolan on September 13, 2017, 05:48:35 am

In case anybody is interested, I recently had an interview with Glenn and Eric of Aussie Devs.

You can listen to it here (http://innkeepgame.com/2017/09/07/aussie-devs-interview/).

I do get a mention of this forum in. ;-)

I also wrote a piece about my development ideal for this game. (http://innkeepgame.com/2017/08/30/dwelling-in-digital-worlds-a-manifesto-for-computer-game-development/)
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: scriver on September 13, 2017, 06:45:42 am

Early on in this thread (February 11, 2015) scriver shared a video of the Master of the House video from Les Miserables.

Yay ;D

Also, has it been that long? Where do time go...

Will listen to the interview when I'm at the ol' 'puter later!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob You Guests.
Post by: Yolan on September 13, 2017, 07:56:35 am
Time flies! Thanks for putting me onto that video back then. It really stuck with me on some level and let me work through some contradictions in what features I wanted to have in game.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on September 26, 2017, 09:57:38 am
Hi all!

It's time for Innkeep dev diary #13.  (https://youtu.be/yWjn__vepbU)   ;)
 
Features:

- New railings around the walkways.
- A new cross-section cutaway fading system for the bedrooms and walkways.
- A new UI sidebar, letting the player hold multiple objects. Incorporates guestbook functionality.
- Functionality restored to the new fireplace.

Cheers!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Cruxador on September 26, 2017, 11:00:18 am
I feel like part of what reccetear had going for it was the cure aesthetic... Will it be possible to play this game cutely?
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on September 26, 2017, 09:24:30 pm
Never played it sorry.

I did enjoy stardew valley, and I don't doubt that's had some influence on my thinking. But I won't
be going for an anime aesthetic.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: MrWiggles on September 28, 2017, 09:49:58 pm
reccetear is a game where you manage and craft items for a high fantasy item shop. You can also go dungeon crawling for crafting supplies, but this isn't really required. And there are several increasing money sink goals you have to meet or fail the game.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Paul on October 06, 2017, 10:31:41 am
Just FYI: Your links are broken on your site. I see you have it set up as a one page deal on the home page, but the way you have it set up all the menu links are broken on any page except the home page.

You can use an anchor link instead. Set the ID of the element to something, then use /#ID. So like website.com/#contentID. That will jump to the content when clicked whether you're on the homepage or not.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on October 06, 2017, 07:55:41 pm
Thanks for the heads up!

Fixed and working on my end now.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on October 06, 2017, 08:23:11 pm
Incidentally, and I announced this on my twitter feed the other day, but I'm very pleased to announce that Innkeep now has a music and FX guy.
 
The very talented John Halpart will be taking care of audio for the game going forward. John recently did the excellent soundtrack for Tom Francis's latest game, Heat Signature.
 
John's looking foward to helping really bring out that folk-esque fantasy inn atmosphere with musical design, and has some really neat ideas about how we might go about that.

Later on down the road we should have some music previews to share. Something cool to look forward to. ;-)
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: scriver on October 07, 2017, 07:13:28 am
Wellcome, John Halpart!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on October 07, 2017, 12:22:14 pm
Incidentally, and I announced this on my twitter feed the other day, but I'm very pleased to announce that Innkeep now has a music and FX guy.
 
The very talented John Halpart will be taking care of audio for the game going forward. John recently did the excellent soundtrack for Tom Francis's latest game, Heat Signature.
 
John's looking foward to helping really bring out that folk-esque fantasy inn atmosphere with musical design, and has some really neat ideas about how we might go about that.

Later on down the road we should have some music previews to share. Something cool to look forward to. ;-)
That's awesome! This is such a different setting too, I'm looking forward to hearing what he comes up with.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on October 07, 2017, 09:24:44 pm
Quote
I'm looking forward to hearing what he comes up with.

Me too!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 21, 2017, 01:39:10 am
Just to let you know that I've uploaded the first of several tracks made for the game by John to the games Patreon page.

https://www.patreon.com/Innkeep

It's patron only for now (nudge nudge), but if you don't mind waiting a few weeks I'll eventually unlock it.

Happy holidays and best wishes for 2018.

Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on February 10, 2018, 07:12:52 am
Hi all!

It's been a while now since I shared this with my Patreon people, so I think it's fine to go ahead and share the theme song for the game that John made. ;-)

Enjoy! (https://youtu.be/9NvWRorz0Wo)
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Mephansteras on February 12, 2018, 03:59:42 pm
Nice, I like it!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on February 13, 2018, 09:58:35 pm
It's neat, isn't it? Actually, most of the sound track has already been produced at this point. So many great songs! We will probably share a few more in the future.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on July 05, 2018, 11:20:44 am
Greetings all. It's time for development diary #14. ;-) (https://youtu.be/iL0OnUf9F40)




---~~~~Changelist~~~~---


- Significantly improved the graphics for kitchen and stable to bring them up to the standard of the rest of the inn.
- Added fireplace and table to the kitchen.
- Added stalls to the stable. Can be entered.
- New cutout style has been added for all bedrooms.
- Same new cutout style added for when fading stable and kitchen walls.
- New fog-of-war fading for all cut-outs. Leave a pixel wide lighter outline that looks great.
- Updated main floor sprite, and integrated it with the cellar.
- Updated the way the cellar is shown when you enter it. More seamless, and visually a lot better.
- New time keeping GUI at the top of the screen. Can show if it is daytime, sunset, or night.
- Integration of start of the game with the new time keeping GUI.
  You walk up to the inn for the first time, go inside, and then it becomes the GUI. It's a nice touch.
- As the time of day passes, the windows of the inn will now also change, slowly changing from day, to sunset, to night. Looks very nice.
- New lighting system! Details:
     The old system used back at the time of the game prototype was very basic, and really only appropriate for more
     of a pure 2D space, like a platformer. Using shaders it drew a black sheet over the screen, adjusted its transparency based on the time of day, and then cut out
     holes where the 'light' was. The new system is very simple, but also more powerful, and more suitable for the kind of playspace used in Innkeep. Every single
     sprite drawn on the screen has a value tied to the object which draws it, and which controls the brightness of the sprite. This makes it possible to do stuff
     like make a single object such as a table remain unaffected by the general darkness of the room, because, for example, a lit candle is on it. Meanwhile, a player
     passing in front of the table would not automatically be half-drawn as bright, as would have been the case in the previous system. Furthermore, this system uses
     light maps for determining how bright a character should be. These can be used to make nice effects, such has having characters be brighter when standing near
     light sources. Because the number of light sources in the game is pre-determined (the two fireplaces, a number of candles, and a single candle held by the player
     late at night), the simpleness of this system is not a big problem. Meanwhile, it is extremely easy to granularly add finishing touches to the look of lit areas.
- Rigged up all sprites drawn in game to the new light system.
- Added light maps to all twelve bedrooms for the influence of the windows.
- Walkway on right side of the inn now has a cut-away effect for when standing under it, the same as the walkway on the left side.
- Added shadow to some of the walkways, with dynamic light maps.

Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on August 19, 2018, 11:35:37 pm

Hi all! Just a heads up that Innkeep now has a discord channel (https://discord.gg/R2ZAE3e).

I'm around most days to answer questions or chat. I also post dev notes in real time. Currently working through a back-log of bug fixing and small improvements, but
I'll be shifting back to adding new features in a few weeks.


Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 07, 2018, 04:38:49 am
Hi everyone. It's finally time for another dev diary.  (https://youtu.be/wdQLGl7ocZI)
This one is number 15, and goodness it is a long one (41 minutes!). Apologies, but I think I drop a lot of good info on what I
have planned for core game mechanics regarding guest interaction (spying, eavesdropping, conversation).

Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 19, 2018, 11:01:15 am
Hi everyone.

I wrote an article recently on how dialogue will work in game. (https://innkeepgame.com/2018/11/19/how-dialogue-will-work/) I think it should be pretty unique if I can pull it off. There's a bunch of my recent pixel art inside also. ;-)

(https://i2.wp.com/innkeepgame.com/wp-content/uploads/2018/11/thenthereweresix.png?resize=768%2C353&ssl=1)
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on November 19, 2018, 09:46:22 pm
I'm really intrigued by your choice to go with keyword based dialogue, it definitely can give an NPC a special quality. You might take a mixed approach by having clickable standard dialogue stuff like name, job, etc. and then have a field for keywords, that could be convenient. Would you be able to look up info that you've already collected from people or would you have to remember?

I'm not sure how I feel about it costing time, that seems like it could be frustrating but I don't think I could really know whether it's good or not until I play for myself. Ideally it would be a feature you could toggle or modify. I also wonder if it would remain a challenging aspect of play once you start to understand it.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 19, 2018, 10:45:17 pm

Ahh, maybe I did not make it very clear. I want to capture that sense of things being 'held back' or 'concealed' that we lost when we moved away from keyword based dialogue, but not necessarily by actually using keywords that you type in.

It's more that:

1. A lot of dialogue will remain hidden, because of time constraints.
2. There will be some hidden 'keys' to unlock dialogue which are revealed through observation, eavesdropping, and by getting a guest sufficiently merry / drunk.

But you know what... now I am also intrigued by this possibility! I will need to think about it more. Perhaps a mixed system might be a nice solution.



 
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on November 20, 2018, 01:06:19 am
Oh I see! That sounds much simpler.

I'd be really excited to actually see the keyword entry be a thing, it's an older mechanic but it's special and has untapped value and I would love to see it revived and iterated upon, but it does sound really challenging to implement. Too easy and it feels like a gimmick, too hard and a key feature becomes inaccessible! If the keywords are some kind of bonus to reward good sleuthing without preventing you from doing basic gameplay I feel like that would be a happy medium.

After playing Return of the Obra Dinn I can see there's definitely room for some truly challenging sleuthing in the modern gaming scene as long as information is easily accessible and there are good quality of life features to minimize tedium and effort of collecting and referencing information, and the end result is rewarding. I'm looking forward to see how you handle this!
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 20, 2018, 03:31:49 am
You know, I really appreciate this suggestion.  I did a bit more thinking about it, and it actually makes a lot of sense. Seems like this solution was staring me in the face. As things go on you might
have a situation where there are potentially dozens of things you could ask a character about at once. Cramming this all in with a dialogue tree system requires nesting options and hubs. Eliciting it directly by way of keywords would actually be easier.

What I might do is simplify the cost of conversation options so that it simply takes up jollyness (emotional energy; EE), rather than time and/or EE. As EE recovers slightly after the end of each phase, it has pretty much the same effect of preventing you from talking endlessly with no penalty. It also lets me try something pretty cool...
 
...with a keyword approach, I can actually have each single key-stroke that you enter cost a point of EE. You have say a hundred points to work with, and you regenerate a good deal over the course of the day providing you are well fed. So it’s not like you will mind that much if a keyword is five characters long instead of four (although I'll have to try and avoid very long keywords unless they are more likely to give out good information). What it does do though is it prevents you from spamming different words, and it gives you an immediate almost-tactile feel that you are currently speaking and using energy when you type characters. The typing becomes the talking, in a way.

(UI wise, I would have each keystroke turn part of the EE bar gray, but only reduce it once you have hit the enter key.)

EDIT: thought a bit more and drew up a mock UI.

(https://pbs.twimg.com/media/Dsb1n7vVsAAbkpC.jpg)



Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on November 21, 2018, 08:16:34 pm
This looks dope, cards are a cool way to represent your key info, not sure if I like each character costing you because then you have to make sure that longer words are actually worth more
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 21, 2018, 11:36:21 pm
Yes, that might be a bad idea... hmm... for now I'll just focus on the basics surrounding this part of the game loop, and test some different ideas as I go.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 07, 2018, 01:02:59 am
(https://pbs.twimg.com/media/DtysILoUcAEj67M.jpg)

Doing some art work for the sake of updating the page etc. Gives you an idea of how the game should look once its closer to being finished. ;-)

Also carried out a pretty big update of the patreon landing page, where you can find more up to date information of what the game will be.



https://www.patreon.com/Innkeep (https://www.patreon.com/Innkeep)
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on December 07, 2018, 12:21:28 pm
Game is looking very pretty.
Title: Re: Innkeep! - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 07, 2018, 12:30:33 pm
 :)

Getting there!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 21, 2018, 05:45:43 am
Hi all. It's time for dev diary #16! (https://youtu.be/zb5njmxFWfQ)
 
Featuring:

- Player walking animation.
- Working candles
- Shadowmap - ambient light integration
- Spawnable guests linked to a dialogue window
- the sexiest barrels you ever did see
- less waffling!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yoink on December 21, 2018, 05:59:44 am
Haven't checked in in a while, but the game still keeps looking better and better!
Some really interesting conversation mechanics, especially! I am yet to see a game that tried some new, interesting approach to convo's and actually pulled it off well. This one looks promising! How does one go about recovering jolliness/EE? I might adopt such strategies IRL, I always seem to have a critical shortage of that stuff. :P   
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 21, 2018, 06:10:48 am
Thanks!! ;-)

Beer is probably one trick!
But also, you will recover some at the end of each "phase", which you can see marked by the tabs on the time gui window at the top. So you might exhaust them for a while, but you will recover some later on. The idea is to force you to mix it up, between serving, spying, and talking.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on December 21, 2018, 01:54:28 pm
That walk animation is great, it's a little thing but it adds so much! If I could make a suggestion though, get his arms moving and it would improve a lot.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 21, 2018, 08:23:29 pm
Thanks. I think you are right! I'm going to use the current animation as a base, and then work out the variations where he is holding drinks etc. in one hand while swinging the other.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Retropunch on January 17, 2019, 09:11:49 am
Agree, the walking animation really makes a difference!  I'd really, really suggest changing the initial patreon videos for ones with the walking animation in - it gives it such a different  feel to it - from the initial videos where he slides around you could mistake it for a sort of number crunching management sim where stuff just moves around as an indicator rather than a more 'action' (in the loosest sense of the word) oriented RPG. Also makes the quality look much better.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on January 17, 2019, 09:50:37 pm
Thanks! Hmm... do you mean the youtube videos? These are just dev diary videos which show the current state of the game as of when they were made.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Retropunch on January 18, 2019, 03:08:44 pm
Thanks! Hmm... do you mean the youtube videos? These are just dev diary videos which show the current state of the game as of when they were made.

I just mean the gifs on the Patreon page (like the first image/gif under the 'What's the Twist?' subheading) - I know that they show it sort of as a work in progress, but for people coming new to it they may think that's indicative of the final version. Even if you just had one 'walking' gif before that (as maybe the first image?) it'd show that was where you were at now, and the others were a work in progress.

Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on January 20, 2019, 10:52:06 am
Aha. I see. Yes I'll have to update those at some point. Thanks. ;-)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on March 14, 2019, 11:16:05 pm
Lo all!

Work is continuing slowly on Innkeep while I juggle my other commitments, but I do have something nice to share today.

Recently Torgeir Fjereide (http://www.thebrushofthor.com/) has created some gorgeous menu art for the game. ;-9

(https://media.indiedb.com/images/games/1/41/40288/thumbnail_Fin_02.jpg)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Persus13 on March 15, 2019, 08:48:34 am
Nice! Gives me a Brueghel vibe.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Mephansteras on March 15, 2019, 01:15:35 pm
Very cool!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on March 15, 2019, 09:42:48 pm
Thanks. ;-)

Here's how it looks as the background for the main menu.

(https://pbs.twimg.com/media/D1rDiLQUYAAf3J0.jpg)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on August 16, 2019, 01:07:54 am
Lo all!

It's time for development diary #17. ;-)

Featuring...

- Character animations!
- Expanded shadows!
- Fancy windows!
- Beds!
- Fancy sprite fonts!
- Barrel carrying!
- Fancy bar sprite!

https://youtu.be/OJsV4pOK1z4 (https://youtu.be/OJsV4pOK1z4)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Parsely on August 17, 2019, 01:36:40 pm
Looking better and better all the time!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on August 17, 2019, 10:36:03 pm
Thanks for the kind words. ;-)

The next one will show off some really neat stuff thats in the pipeline.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 06, 2019, 10:23:31 pm
Lo all!

Finished a period of work crunch and I'm getting back into gamedev.

Bit of progress with the new menu. ;-)

https://www.indiedb.com/games/innkeep/videos/intro (https://www.indiedb.com/games/innkeep/videos/intro)

Also put together a compilation of recent screenshots over here https://www.patreon.com/posts/screenshot-32159308 (readable by non patrons).
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: TorgeirFjereide on December 18, 2019, 09:18:47 am
It's been fun seeing the process of you putting together the main menu. It's looking quite smooth!
If anyone here hasn't seen his twitter, it's loaded with good gifs and screenshots
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on December 19, 2019, 02:10:04 am
Thanks Torgeir. ;-)

Nice to have some real art to use for it!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 19, 2020, 11:36:16 pm
Lo all. Finally time for dev diary #18. ;-) (https://youtu.be/Qm85-t4wRIM)

Some pretty neat stuff to show off this time around. The new menu and the exterior opening scene.

Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: IncompetentFortressMaker on April 20, 2020, 03:21:55 pm
Amazing. I think I'll be keeping an eye on this thread, looks promising.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 20, 2020, 08:37:40 pm
Thanks! ;-)

I'm hoping to share some more neat stuff pretty soon now that environmental work has mostly wrapped up.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on August 15, 2021, 08:29:31 am
Lo all!

Work continues on Innkeep. Recently I was fortunate enough to be invited to submit a trailer for Realms Deep 2021.
It was just screened yesterday, so I thought I'd share a link. Gives some sense of where the game is at now.

https://youtu.be/SarKpsil2Qg
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Mephansteras on August 16, 2021, 09:52:02 am
Nice!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on August 16, 2021, 10:47:29 am
Thanks. ;-)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on September 04, 2021, 09:04:03 am

Hi again all!

Today I'm releasing the first of a new series of 'one minute dev diaries.' The idea is quick little videos that each focus on a single feature / element of the game that I'm working on. This time I'm focusing on story. Just click on the image-link below.

(https://pbs.twimg.com/media/E-cc5PPUYAIaoiU?format=png&name=900x900) (https://www.youtube.com/watch?v=UhS58AXwxjM)

Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on September 11, 2021, 09:04:27 am
Saturday already. Time for another One Minute Dev Diary. (https://youtu.be/7wWeFDlTDQ8)

This time I'm looking at the perspective I use in the game. Hope you enjoy it! I'll try to keep them coming.

 

Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 17, 2022, 11:17:26 pm
Lo all. Work continues on the game as always. The webpage has also had a refresh! Looking forward to sharing some more cool stuff over the rest of 2022.

https://innkeepgame.com/ (https://innkeepgame.com/)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: EuchreJack on April 18, 2022, 10:28:46 pm
It's not dead!  :D
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 18, 2022, 10:30:20 pm
Indeed! It's a big project, and part time progress is slow. Then when I get very busy with other commitments I also have to sometimes take months off it as well. On the other hand I get weeks in a row every year where I can focus full time, so each year it is steadily taking shape. Hopefully this is the year I secure some funding to go full time and really push forward. ;p
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on June 06, 2022, 07:44:33 am
Lo all!

Excited to announce a new trailer for Innkeep!
https://www.youtube.com/watch?v=IMP8KSlCUSI (https://www.youtube.com/watch?v=IMP8KSlCUSI)

If you are on twitter, I'd much appreciate likes or retweets for this thread!
https://twitter.com/InnkeepGame/status/1533782474915885059 (https://twitter.com/InnkeepGame/status/1533782474915885059)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on June 16, 2022, 12:02:06 am
Very excited to announce that Innkeep now has a steam page!   :) :) :)

It's been over seven years since I first announced this project over here on the Bay 12 Other Games forum. There's
still a while to go before release, but very happy to finally reach this milestone.

Give us a visit and a wishlist (https://store.steampowered.com/app/925500/Innkeep/), and help me appease the fearsome Steam algorithm!

And if you are on twitter, drop by to like / retweet this thread too (https://twitter.com/InnkeepGame/status/1537285414976774144). Thank you!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on July 02, 2022, 02:28:32 am
Hey Baywatchers!

I've written an article on indie DB about the Innkeep cooking system. Check it out. (https://www.indiedb.com/games/innkeep/news/the-innkeep-cooking-system) ;-)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Mephansteras on July 05, 2022, 06:47:24 pm
Neat!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on July 09, 2022, 09:30:48 pm
Thanks!

And here's another article about the barrels I made for the game (https://www.indiedb.com/games/innkeep/news/barrels-of-fun). ;-)

I also made a video that includes a little showcase of the past 7 years of development (https://www.indiedb.com/games/innkeep/videos/seven-years-of-innkeep-development).

 ;)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on July 23, 2022, 03:30:41 am
Lo Bay Watchers!

Wrote another article about Innkeep dev. This time focusing on narrative. (https://www.indiedb.com/games/innkeep/features/narrative-design-a-fantasy-world-goldrush)

Got a bit of inspiration from the goldrush town Deadwood. ;-)

Here's a fun animation I worked on recently as well. (https://twitter.com/InnkeepGame/status/1550747402512252929)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 11, 2022, 07:38:27 am
Hi all! I've made a new trailer for the #PitchYaGame November even over on twitter.
 (https://twitter.com/InnkeepGame/status/1591038038624407552)

Pretty happy with how it turned out! Likes / retweets appreciated. ;-)


Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: nenjin on November 12, 2022, 05:51:26 pm
You sir have earned my wishlist.

Daily life sims aren't generally my bag, and I've never desired to live the life of an innkeeper.

But that soundtrack slaps, and after seeing people get decapitated, having them throw food in your face and helping a wizard with a ritual, it's clear there's more to the game than just serving, cleaning and cooking.

Been watching the project since the start and this legitimately made me consider trying it.

Good luck!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on November 12, 2022, 08:53:11 pm
Thanks a lot Nenjin! I hope you can enjoy the demo in 2023. ;-)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on May 30, 2023, 11:03:41 pm
Hello everybody.

Whelp, I got pretty sick, but now I'm getting better!
https://www.patreon.com/posts/im-almost-back-83813256

Looking forward to sharing more innkeep development notes in near future.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: EuchreJack on May 30, 2023, 11:36:44 pm
Glad you're feeling better!
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on May 31, 2023, 12:49:15 am
Thanks! ;-)
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on October 02, 2023, 07:41:18 am
Hello all! Innkeep has been part of the lineup for Realms Deep 2023. As part of the event I've released a new gameplay trail (https://youtu.be/Mnl-In1Mw2A?si=2J-gU8KhopClRumB). ;-)
There's also a new narrative trailer and more over on the steam page (https://store.steampowered.com/app/925500/Innkeep/).

Looking forward to sharing a demo next year. It's really starting to shape up.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 25, 2024, 05:47:11 am
Hey everyone!

Welp, I'm still working on Innkeep (https://store.steampowered.com/app/925500/Innkeep/). And I'm happy to say it's finally been covered in Rock Paper Shotgun! (https://www.rockpapershotgun.com/innkeep-satisfies-my-craving-for-a-fantasy-game-thats-just-a-grim-drudgery-simulator) :-)

Currently pivoting with some core systems, and I'm looking forward to sharing more soon.

Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Mephansteras on April 25, 2024, 09:33:17 am
Nice, I was actually just wondering about this game the other day! Glad to hear you're still working on it.
Title: Re: Innkeep - Serve Ale. Be Jolly. Rob Your Guests.
Post by: Yolan on April 25, 2024, 09:40:55 am
I've got a mailing list over on the website  (https://innkeepgame.com/)if you want some infrequent updates.

Alternatively I'm also posting regularly on Twitter (https://twitter.com/InnkeepGame).

Or even better, wishlist on Steam (https://store.steampowered.com/app/925500/Innkeep/) if you haven't yet! :-)