Devlog #4 First Prototype and switching game engines


This devlog is going to be different, as this is a major change im doing to the game. Currently the game works, you can make drinks, give them to customers, earn money, end the day, and save the game. However, to make the game, I was using Gamemaker, so I cannot export the game for playtesting. 

Why am I switching?

Gamemaker was easy to learn and great for creating items, but thats where it falls short. The UI is hard to make and look good.  In the long term, I plan to add complex npcs, dialogue trees, and add complexity to crafting. Gamemaker has the things necessary for the core mechanics of my game, but if I wanted more, making it in Godot would be easier.

Customers

Currently customers are good. They come during bar hours, order drinks you've discovered, and leave when you give them what they want. But thats it, if I wanted more complex dialogue, or cleaner ui, Gamemaker makes it more complex than it should be.

UI

Gamemaker handles ui in a way that makes it hard for me to expand on. Currently alot of my ui is just objects that i've placed on a seperate layer, 

Expansion

One of the biggest focuses of A Tavern at Tulia is the interaction between the player and npcs in the world. I want the player to shape the world around it, which would require complex dialogue trees, routines, and having a setting that changes over time.

TL;DR

Switching from Gamemaker to Godot for the long term, but game mechanics work.

Get A Tavern at Tulia

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