Progress of 2018 - part 1
Hello dear backers and friends,
Finally here we go with the progress report of the year so far! Our main focus has been implementing all the remaining mechanics of the game loop that were missing, such as resources and currency, different vendor types (buy and sell) and the ship upgrade system. I’m glad to say that all of the above is now in the game from a code perspective, and we can now build content around them.
Currency and resources
The code and the UI now handles different types of resources, of which the most important one is Stardust, the currency of Fabular. Stardust is used to buy items and resources at vendors and to upgrade your ship as well. You can obtain Stardust and other resource types after each battle via the loot screen, and also during the text-based events.
Other types of resources are planned as well, such as fuel, automaton parts and missiles, but ultimately game balance and testing will decide if we keep them on the long run or not. The good news is that now that we have the resource system in place, it’s much easier to try and test-run stuff instead of just theorizing about it.
The fundamentals of the ship upgrade system are in place as well. At the moment you can spend Stardust to enhance the main attributes of the ship (Power, Speed and Capacity). Raising these attributes to higher levels will eventually unlock various ‘talents’ on the skill tree that you can purchase as well, but these will come a bit later.
Right now upgrading the main attributes has an immediate effect on gameplay, for example Speed enhances the acceleration and top speed of your ship, while Power makes it heavier, so you can’t be pushed around that much. It’s quite gratifying even in its current state, but we plan to do so much more with upgrades, it’s quite exciting!
Shops and vendors
Encountering a vendor during a run in Fabular is crucial for your progress. Here you can “re-shuffle your cards” and compensate the random nature of loot drops a bit by trading items and resources.
These vendors are also the ones that will carry your names if you backed Fabular over the ($65, €57) - I'M SO UNIQUE - EARLY BIRD tier. I took the liberty of choosing names from three of our most generous backers for the sake of these illustrations, while in the final game names will be randomized each time you play.
Note: we will collect the names you’d like to be displayed at a later date via e-mail.
The following vendor types are now in the game and have their own selection of goods and a special vendor service each:
The Starsmith sells mainly weapons, shields and gadgets that deal or protect against physical damage. His special vendor service is Forge Armour that repairs one of your lost armour pieces, essentially giving you a 1UP. :)
An Alchemist sells brews, concoctions and gadgets that manipulate energy in one way or another, such as plasma weapons and energy barriers. His special vendor service is Infuse Energy that gives you +1 max energy so you can use gadgets and skills more often in combat.
The Dealer is an interesting one. By default he does not sell anything, but you can store items in his vaults for safekeeping. He may have a maximum of 8 items stored that you can retrieve for a modest price when you encounter him next. His stock remains intact even when you start a new run of the game, so this is a nice feature when you have some excess items worth “sacrificing” in the current run to store them for later.
Vendors in action
Here’s a little clip of me mucking around in the shops:
Please note that the shop backgrounds are placeholders at the moment, they will be finalized later. Here’s an example of how the foundry of the Starsmith will look like:
Also we are going to include a female vendor as well (or two?) so Jens and Janes don’t despair, you'll be able to name your vendors appropriately. :)
During the implementation of the shop UI we felt that the inventory also needed a facelift to be more consistent with what we have, and we are pretty happy with the result. Background art is also a placeholder here, and you can see the inventory in action in the video linked above.
Well, this update is already getting a bit on the lengthy side and we haven’t touched the art portion yet, so I guess I’m gonna split it in half and come out with the rest a few days later. I hope you enjoyed the progress report so far, and see you in the next one soon(™)!