You must be registered to see the links
Blog(s) 139-144
Hello all, and welcome to another blog series! Heads up, though, this is gonna be a pretty long post detailing some of the work we've been doing!
First things first, the 0.10 series of Overgrown: Genesis is now publicly available, and mostly patched free of all issues! You can download the latest version via the release post, which can be found by searching under the "release" tag.
In the following 0.11 updates, Juno will be able to enter and traverse the University stage, where she'll need to gather clues as to the whereabouts of the missing Dr. Zara and Dr. Feinstein, all while running away from and fending off the advances of the inexorable Dryad, the final boss of the game who is totally immune to conventional damage, and can only be temporary staggered to allow Juno some breathing space.
Now, let's discuss the upcoming 0.17 update for Claire's Quest!
As mentioned previously, the 0.17 update for Claire's Quest is the last part of the overhaul, and focuses on bringing Rathpike up to date with the new graphics, UI, quest system, and much more. Compared to the lush greenery of Valos, Rathpike presents a stark contrast in the form of an arid, gritty landscape, plagued by sandstorms and harsh sea-winds.
Much of the graphics are well underway and we are presently focusing on getting the various quest markers and interactions polished up and ready for the release.
One thing we're experimenting with and hoping to bring more of into the game is interactive UI portraits. Currently, when you change your outfit, the UI portrait remains the same. However, we tested the interactivity by introducing a "drunken" Claire portrait that triggered whenever Claire was drunk. This proved quite popular, so we decided to implement more of it.
For instance, here, Claire is wearing the barmaid outfit, as part of the job requirements to work at a pub in Outer Valos.
After the 0.17 update, when you put on such outfits, the UI portrait will change to reflect the outfit Claire is currently wearing, and will persist until Claire takes the outfit off (in this case, when the job is over).
This interactive UI portrait reacts to all outfits - such as the bunnygirl, the Sister (Nun), and maidservant outfits.
Another thing we're thinking of introducing is a quest indicator system!
It's a pretty simple premise - a large, floating exclamation mark will appear over all quest-givers in the game, such as shown here with Sally in her restaurant. The quest indicator only appears for the first quest in the entry - for example, even though Sally gives more quests after the first, the indicator disappears as soon as you accept the first quest from here.
This is because from that point on, the quest is logged in the quest journal, and you can track the quest from there, and you've already been notified of the quest's existence itself.
The main purpose of this is to simply let players know where the quest-givers are. In the large, open-world environment of Claire's Quest, much of the feedback we've received is how the aimless exploration can detract from the experience. In similar open-world games, such as Witcher 3, there's always been some kind of indicator to show you the way - and so this is an approach we believe will benefit the game as a whole.
Next up, we have monsters!
A big part of Rathpike's gameplay revolves around monsters. Unlike Valos, which revolves more around aristocratic politics, supernatural phenomena, and wild beasts, Rathpike is a far more rugged and vicious place. Monsters are aplenty here, and they all act in different ways, and can be fought or even bartered with in different ways. For instance, manticores (as portrayed above) patrol a set zone, and do not stray from it.
Meanwhile, rockbeasts will chase Claire to the end of times.
And while both manticores and rockbeasts roam alone, dreadflies move in big swarms and can quickly overwhelm even the most well-prepared of players if they're not careful.
While many can be driven away temporarily with the Monster Repellents provided by Gypsies, provided Claire has specific items, or fulfilled certain requirements, she can slay these monsters, sneak away from them in plain sight, or even befriend some of them.
As of 0.17, Rathpike will be in the game, meaning travel between the Isles is possible. We've updated the travel system graphically, so whenever you trigger the travel option it brings up this beautiful interactive map.
This map's features are pretty simple, basically letting you select where you want to go, with some flavour text for inaccessible areas. It's really just a neat addition of artwork, letting you see the world of Claire's Quest in greater detail and giving you a sense of scale for everything.
Anyway, that's all for now! Stay tuned for more news, and I hope you're excited for the upcoming iteration of Claire's Quest!