Devlog #6 Saves


Theres a save system in place, where you can choose between five save files. Customers are now also pre-generated per save, meaning that a number of randomly generated customers will be made on creation, which would be used on spawning. This allows customers to have lasting features such as friendship and history.
Currently I'm working on the customer cycle and ai. As of now customers spawn on command in their seat and at any time. I plan for customers to start spawning at a certain time period, and hang out after being served. I also need customers to have pathfinding during the entrance. Customers will be served at the bar, and once served hang around the tavern, preferably sit or talk with other customers. This also will tie in with tavern decoration.
Whats the game about?
For "A Tavern at Tulia" you work as a bartender, serving drinks, talking to customers. Explore the city of Tulia, buy ingredients, fix your tavern, and talk to the locals. Its not all that easy however, as the looming threat of war could cause trouble for your business...
Whats to come
-Customer ai and pathfinding
-Tavern furniture
-Drying rack and fridge(storing ingredients)
-Sprite Redesigns
Get A Tavern at Tulia
A Tavern at Tulia
Tavern management game
| Status | Prototype |
| Author | Weagame |
| Genre | Role Playing |
| Tags | Cozy, Fantasy, Management, Pixel Art, Singleplayer |
| Languages | English |
More posts
- Devlog #9 Mixing1 day ago
- Devlog #8 First Public Prototype37 days ago
- Devlog #7 Crafting Rework59 days ago
- Devlog #5 Game recode and DialogueJul 30, 2025
- Devlog #4 First Prototype and switching game enginesJul 09, 2025
- Devlog #3 Inventory and CraftingJun 19, 2025
- Devlog #2 Inventory SystemMay 29, 2025
- Devlog #1 Getting things off the groundMay 07, 2025
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