Vorish Impact v0.4 Released


Changelog:

v0.3.1.1 vs v0.4

⚠️ Breaking Changes / Notes

  • Save Compatibility: Due to the introduction of the QuestManager and changes to the Inventory and Relationship data structures, save files from v0.3.1.1 will be incompatible with the v0.4 version. Players will need to start a new game.
  • Variable Renames: Changes in variable definitions (e.g., guild card text) may affect persistent data.

Major Features Added

Comprehensive Quest System

A robust, object-oriented Quest System has been implemented, replacing the previous placeholder structure.

  • QuestManager: A central system to manage active, completed, and available quests.
  • Categories: Quests are now categorized into MainSideGuild, and Reputation.
  • Tracking: Support for multi-step quests, descriptions, and flavor text.
  • Rewards: Automated handling of Mora, EXP, and Guild Point rewards upon completion.

Relationship System

A new Relationship System allows for deep character interactions and affinity tracking.

  • Affinity Tracking: Relationships are tracked on a scale from -100 (Hostile) to 100 (Intimate).
  • Status Tiers: Dynamic relationship statuses including Hostile, Unfriendly, Neutral, Friendly, Close, Very Close, and Intimate.
  • Visual Interface: A new dedicated menu (relationship_menu) displays affinity bars for all major characters.

Consumable Items

  • Players can now directly use consumable items (e.g., Fried EggHealth_Potion) from the inventory screen.
  • Added logic for immediate effects (e.g., HP restoration) and user feedback via notifications.

Systems Reworked & Improved

Narrative Overhaul (Prologue)

) has undergone a complete narrative rewrite.

  • Enhanced Writing: Significant improvements in descriptive prose, dialogue flow, and emotional tone.
  • Pacing: Better pacing for the introduction of Lumine, Aether, and the Sustainer.
  • Immersion: More detailed descriptions of the environment and character internal monologues.

Adventurers' Guild System

The Guild system has been refined with UI and logic improvements.

  • Progress Tracking: Added a visual progress bar showing exactly how many points are needed for the next rank.
  • Code Cleanup: Improved logic for rank calculation and display.

Initialization & Architecture

  • initialize.rpy: A new dedicated initialization file ensures critical systems (like the Quest Manager) are set up correctly before the game starts.
  • Modular Design: Quests are now registered via templates, making it easier to add new content without cluttering the main script.

Content Additions

Visual Assets

  • New Backgrounds: Added several new background images, expanding the visual variety of the world.

Minigames (Framework)

  • minigames.rpy: A new file has been added to the project structure, serving as a placeholder/framework for upcoming minigame implementations.

Quality of Life Enhancements

  • Inventory UI: Improved feedback when using items.
  • Guild UI: Clearer visual indicators for rank progression.
  • Notification System: Integrated renpy.notify for immediate feedback on item usage and system events.

Technical Improvements

  • Object-Oriented Programming: Shifted Quests and Inventory items to use Python classes (QuestQuestManagerItem), improving code maintainability and scalability.
  • Code Separation: Logic for different systems (Relationships, Quests, Initialization) has been moved to dedicated files (relationship.rpyquests.rpyinitialize.rpy) to reduce code clutter in script.rpy.

Files

VorishImpact-0.4-pc.zip 95 MB
8 days ago

Get Vorish Impact

Comments

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(+1)

your doing good lad

Thank you!

(+1)

Hey let's go, trying to post this here because my comments must get checked by mods for some reasons but nice update, kinda sad there's no new content but it's clear a lot has improved under the hood, the character sprites got much better too (I just kinda miss the old hillychurls I guess but it's cool and good)

Other than that, can't wait to see what you'll be cooking next

(+1)

Glad you like it!

I replaced all the images because they weren't very good to begin with. I liked the Hilichurls, but I decided to give them a complete makeover and give them masks similar to their canon counterparts.

I wanted to include more of the story in the update, but decided against it since it would still end with no real gameplay. I'll wait until v0.5, when I'll finally be able to introduce quests and combat. In short, it will be an actual game instead of just a visual novel.

The next version should be ready by mid-January. It's almost finished, but there's still a bit more to do.

(+2)

Huzzah, an update, was beginning to think the worst had happened there mate, glad to see your still alive

(+1)

Yeah, I finally had some free time, so I rushed to implement what I had to make this version before the end of the year.

Also, sorry for not replying to your previous messages. For some reason, I didn't receive notifications for comments that weren't in the devlogs. I only noticed them while I was redesigning the game page.

(+1)

Lol, no problem, honestly, my only advice in this case would be to just log an update or somethign at the end of each month to let everyone know your still alive and that the game is still being worked on, no need to reply to comments asking about the games continuation then.