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[KICKSTARTER: 30% FUNDED!] Village Monsters - Animal Crossing, but with monsters!

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It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)

There is now less than a month to go until the version I'm working on releases for you all to play with. This'll mark the very first Alpha version that I make public, and I'm pretty excited about it.

September is shaping up to be quite the month, and it's not just the Alpha release; stay tuned for more information on that very soon

A Day at the Beach
Due to the nature of the game it's not often that I get to create a new area, so it was a real nice change of pace to work on one this week.

Introducing...the beach.

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The beach is just a short walk away from the village - just head south from the gate and keep going until you reach the surf.

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Though you or I would consider such a trip to be a nice day out, it seems that monsters haven't really taken to the human notion of spending the day in the sun and sand. Unless there's a special event going on you're likely to find the area to be largely empty.

Still, you'll probably enjoy the solitude. You can catch fish, work on your tan, and nosh on some whoopie pies in peace.

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Ancient Ruins of Soon
Longtime followers of the game know that I often try to slip in as many 'meta' elements as I can. After all, this is a game in which the conceit is that the NPCs have taken it over and the digital barrier between our worlds is thinner than ever - I'm hoping it gives me some artistic liberty

Alongside beaches I added another new area to visit, though this one won't make it to the final game. It's called the Ancient Ruins of Soon, and it's an area you can visit to consult stone tablets on prophecy...

N3nVOaq.gif

...in other words? You can view my plans on future features and changes from the game instead of going to my website or elsewhere.

I tried to split it up by category, so if you want to know what the future holds for hobbies or story or your house then you can view just that information.

Even More UI Changes
This marks the 2nd week in a row in which UI changes made it to the top of my priority list. Here's a sampling of what I worked on this time.

Notifications have been slightly resized and now rotate so that the newest is always displayed at the bottom

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Meeting villagers for the first time now produces a notification

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The inventory now has context-sensitive prompts depending on the mode or item

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Finally, I did an initial pass on an in-game version of the world map.

JSjlJ0N.png

Ok, that'll do it for this week. Hope you're enjoying these dog days of summer, because I'm definitely not. I hate the heat. Autumn can't come fast enough!

Until next time

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It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)

This edition is an extra-large one. I typically try to pick out the 3 most important things I worked on to share, but I was a real whirling dervish of productivity this week, and just 3 things ain't going to cut it. Enough talk, let's dig in.

A Preview of Seasons

yntn5Cs.gif

Up until now, every screenshot I shared has been from 'Spring', but it's been somewhat misleading as Village Monsters is a game of many seasons and colors.

This week, I wanted to experiment with what different seasonal tilesets might look like, so I whipped up the above to test them out.

It'll likely change a few times between now and the final release, but I'm pretty happy with the colors and mood of each season.


New Additions to the Town
Last week's addition of the beach inspired me to do some further work to the village and surrounding areas.

g0ptUHr.png

The 'civic district' - such at that is - has seen some love. A new town plaza sits empty, but that won't be for long. A graveyard was added to the church, though I'm not sure what the monsters are planning for it.

bZBTkCj.png

The 'residential district' has also seen a new house pop up seemingly overnight. That skull really sticks out like a sore thumb, and Stapes & Saley (you know, the skeletal warriors that guard the gates) have been told to do something about it. Maybe next week.

jgBTJ8u.png


Finally, a new area has been spotted east of the Crossroads. It's called the Overlook, and it's one of the best ways to get a view of the land outside the village. As with the beach, this area is usually pretty quiet. Maybe one day it'll make for a good gardening spot?


Compendium Vol. 2

3GA4bl4.gif

The Compendium is a very important book that is much more than just a menu. It is a complete log of your adventures and exploits in the world. It tracks quests, villager profiles, critter and fish collections, a map, and much more.

The Compendium Vol. 2 does all these same things, but with a fresher coat of paint and some increased usability options.

I'm unsure at this stage how fleshed out the Compendium will be by Alpha 1's release, but at minimum you can expect some light tutorializing to via quests to be handled by the Compendium


A Grab Bag of Other Goodies

Stalking Critters

P6HqvEE.gif

By holding the 'Swing Net' action you can now enter stalk mode. You move much slower, but animals will almost never run away from you. Be sneaky, but still be quick about it!


A System-level menu

Vwmvnt2.png

Escape no longer dumps you from the game instantly. It now brings up a menu


Reworked Choices

wcNzpui.gif

Choices in dialog now works a bit differently. You simply hold the direction of the answer you want to give


Well, that'll do it for this week. Just a few more weeks before PAX, Alpha 1, and something pretty big. I'm pumped!

i57bcmx.png

- - - Post Merge - - -

It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)

This edition is an extra-large one. I typically try to pick out the 3 most important things I worked on to share, but I was a real whirling dervish of productivity this week, and just 3 things ain't going to cut it. Enough talk, let's dig in.

A Preview of Seasons

yntn5Cs.gif

Up until now, every screenshot I shared has been from 'Spring', but it's been somewhat misleading as Village Monsters is a game of many seasons and colors.

This week, I wanted to experiment with what different seasonal tilesets might look like, so I whipped up the above to test them out.

It'll likely change a few times between now and the final release, but I'm pretty happy with the colors and mood of each season.


New Additions to the Town
Last week's addition of the beach inspired me to do some further work to the village and surrounding areas.

g0ptUHr.png

The 'civic district' - such at that is - has seen some love. A new town plaza sits empty, but that won't be for long. A graveyard was added to the church, though I'm not sure what the monsters are planning for it.

bZBTkCj.png

The 'residential district' has also seen a new house pop up seemingly overnight. That skull really sticks out like a sore thumb, and Stapes & Saley (you know, the skeletal warriors that guard the gates) have been told to do something about it. Maybe next week.

jgBTJ8u.png


Finally, a new area has been spotted east of the Crossroads. It's called the Overlook, and it's one of the best ways to get a view of the land outside the village. As with the beach, this area is usually pretty quiet. Maybe one day it'll make for a good gardening spot?


Compendium Vol. 2

3GA4bl4.gif

The Compendium is a very important book that is much more than just a menu. It is a complete log of your adventures and exploits in the world. It tracks quests, villager profiles, critter and fish collections, a map, and much more.

The Compendium Vol. 2 does all these same things, but with a fresher coat of paint and some increased usability options.

I'm unsure at this stage how fleshed out the Compendium will be by Alpha 1's release, but at minimum you can expect some light tutorializing to via quests to be handled by the Compendium


A Grab Bag of Other Goodies

Stalking Critters

P6HqvEE.gif

By holding the 'Swing Net' action you can now enter stalk mode. You move much slower, but animals will almost never run away from you. Be sneaky, but still be quick about it!


A System-level menu

Vwmvnt2.png

Escape no longer dumps you from the game instantly. It now brings up a menu


Reworked Choices

wcNzpui.gif

Choices in dialog now works a bit differently. You simply hold the direction of the answer you want to give


Well, that'll do it for this week. Just a few more weeks before PAX, Alpha 1, and something pretty big. I'm pumped!

i57bcmx.png
 
Attention all Freemonsters & Humans

BIG NEWS! Village Monsters is coming to Kickstarter on September 12th!

You can of course expect continued news and updates from me in this topic, but if you want to be the first to know when the Kickstarter drops then I definitely recommend signing up for the Village Monsters newsletter

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Hello monster friends!

It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)

Today's update is both late and briefer than usual, but I hope i have a good excuse: with PAX being this week, Alpha 1 release next week, and Kickstarter kicking off the week after that, I've been pretty dang busy.

So no preamble this week - let's just get onto it!

Under Construction
The majority of my time last week was spent on improving the village in some pretty major ways.

First, I created and furnished four new homes for monsters to live in (though they're still pretty sparse for now). I also converted that strange skull in town into a proper home for Saley & Stapes, the two skeletal guards.

ziSO94i.png

Overflow - the town's tavern and a major hangout spot for locals - was also completely revamped...in the sense that before the revamp, the exterior was unfinished and the interior didn't exist. Both outside and inside are now in a much better place.

Beyond new buildings, I also began moving things around to accommodate new ideas. I now have enough buildings to actually have something close to 'districts' in our little village - the town hall, church, and historical society fill out the Civic District, a new general store and existing furniture merchant have made something like a Commercial District, and of course the houses make up the Residential District

Here's a neat GIF showing how the village has changed and evolved in the last 8 months:

of492lR.gif

Finally, I also created 3 additional villagers and revamped a 4th. Meet Bavarian the Chef Blob, Lucy the Artistic Golem, Rainboy the Elemental, and Serin the...uh...tree.

SMOgB4D.gif

Dynamic Camera
It seems at least once a month I get bogged down by some obnoxious camera bug that comes out of nowhere, and this month was no different.

However, this time my solution ended up turning into a feature - a dynamic camera. There's probably a better name for this, but what I mean is that the camera smoothly follows the player at its own speed as opposed to always keeping the player dead-center on screen.

Hv5x2jM.gif

This fits better with the relaxed style of game I'm making, and also looks a lot better in motion. It's hard to capture via a GIF, so you'll need to trust me that it looks better.

New Critters?
Sometimes I sit down to do one thing and end up feeling motivated to do something else entirely. That was the case this week, and it's why I ended up creating four new critters to find and collect.

I won't share them so they can remain a bit of a secret, but here's the Capricious Cumulus, a cloud-based critter that oscillates between feelings of timidness and aggression.

b1LlXfe.gif

That'll do this for this week. Next week is likely to be just as sparse and late, but things are going very well and you'll have a chance to see for yourself on September 6th when Alpha 1 releases.

Don't forget that the Kickstarter starts a week later on September 12th. It's going to be a hectic month, but this fall is shaping up to be a hell of a good time.

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If any topic regulars are going to PAX then feel free to hit me up. I won't have a booth this year (maybe next?) but I'd be happy to chat and hang out!
 
I'm a huge fan of the sprites in this, the avatar gives me a lot of Mother 3 vibes.

Good work man, I'd love to play this game when it gets a full release.
 
As 'promised', this week's edition of the VMD3 is late, and it'll be quite brief. I'm keeping descriptions to a minimum and instead focusing of a screenshot blitz.

First up, some usual housekeeping: September has begun, and with it begins the most important month of my entire life. Nearly a 9 months ago I quit my day job to pursue this dream of creating games, and this month will be my first attempt at making it a viable.

On September 6th I'm releasing the Alpha 1 demo of Village Monsters. This is an enormous release that builds upon everything I've done in the last 9 months.

A week later, on September 12th, I launch my Kickstarter campaign that'll run through September and into the appropriately spooky month of October. I'm very excited and anxious for you all to see what I have cooking.

Ok. Enough words. Onto the screenshot blitz.

nWd6y2u.png


More village changes have been enacted. The still-unnamed Treasure Chest merchant - run by Skunkworks, the Mimic - has been converted into furniture-only...

ohz8yik.png


...while a new General Store (run by Bottes) has been constructed to sell food, potions, and other sundries

byT3Aha.png


Nearly a month ago I renamed all the months of the in-game calendar, but until now that has only existed in an Excel doc, not the game. That has changed

X0rZy2w.gif


New interiors have been added to all new home. That has also prompted me to add more furniture, floor and wall types

yy1MJ49.gif


This includes new homes + portraits and dialogue for the new villagers introduced last week.

kcV5spP.gif


These WIP icons for tools are still ugly, but I added numbers to each to make it a bit easier to keep track of. You can also press the number on your keyboard to quickly bring it up instead of rotating to find it

T4Aewix.gif


There's so much I can and want to show you, but some stuff I gotta keep under the hat for now. Here's a short clip from the upcoming Kickstarter trailer. It'll be strikingly similar to my first trailer, but like everything else it's been heavily iterated and updated. Hope you're looking forward to seeing it!

That'll do it for this week. With any luck I'll be back on a more regular schedule this week, but things are going to be pretty crazy for awhile.

It's been a wild ride. I hope it never stops. Thanks for joining me on it! <3
 
Looking sweet...

If you don't mind me asking, how do you make those gif recordings? I've been cycling through a bunch of programs and none have really worked for this purpose.
 
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Yep opacity changes are killing me. I need to get out of the habit of being lazy and actually use proper sprite work instead.

PS. see that GM is your tool of choice, me too!
 
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If you release this for the Switch I'd buy it even if it were 60 dollars.
 
Happy Full Moon, Y’all
A new full moon means a new version of Village Monsters for you to enjoy. I’m happy to announce that the latest demo, Alpha 1, is now officially released.

Go download it now!

This is a big release, so I included the patch notes in a whole other post - go check them out if you're into that kind of thing!

It's a great milestone, but with the Kickstarter coming up next week there's no rest for the wicked quite yet. My attention now shifts toward finishing up the loose ends in the Kickstarter.

However, there is more good news - because I want to present the best possible demo for the Kickstarter (and for you, of course!), you can expect another release within the next week that contains even more features and polish based on feedback from this demo.

Feel free to leave your feedback here, or send me an email at josh@warpdogs.com. Thanks guys!

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If you release this for the Switch I'd buy it even if it were 60 dollars.

Gosh, I wish. I'm actually registering with Nintendo's dev portal tonight. If things go well with the Kickstarter I want to make sure it's an option

It would be an absolute dream to have a game on a Nintendo console. It wouldn't cost $60, either :)
 
Teeny feedback? I die every time another game past Animal Crossing calls the morpho butterfly the "emperor" butterfly. That was a translation and mixup error of sorts originating from Wild World, where the actual emperor butterfly from the gamecube versions was given a different graphic (of the morpho butterfly). It has remained that way ever since.

There is no "emperor butterfly" in that group, even if you translate the Japanese or regional names of those butterflies.
 
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I really wish I had the money to support the kickstarter. This is looking fantastic. Will be trying the demo later.

There is no "emperor butterfly" in that group, even if you translate the Japanese or regional names of those butterflies.

I just remembered, you're into entomology right?
 
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I really wish I had the money to support the kickstarter. This is looking fantastic. Will be trying the demo later.



I just remembered, you're into entomology right?

You bet.

PS. man this game is coming along really well. Hope it goes well in the kickstarter (I doubt I'll ever get that far with my game, haha).
 
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