Dat long as fuck response. I have been craving this. The people that follow the dev blog are mostly just thirsty fans from my main blog who like and never comment. Yeah I've been working a ton on this actually -- mostly because I've just been doing whatever seemed cool to try out. I feel more motivation for this than I ever did for my graduation project. I haven't done shit about the fanarts I was working on in the meantime either. lol'd at calling the game world "kawaii" WHY. It's just standard objects lol.
Damn that reminds me the demo that is online now is old as a bitch. All the updates since then aren't in there yet, yeah, it's just eating animals I believe. Since then I've also just improved code a lot, so that might fix it. Also, you right-click, hover over a function and then release the mouse button. If that's not clear, I could change that. There should be camera controls later on probably, I just dumped a standard camera in there. It's probably shit. Idk if you like play testing shit but honestly I fucking hate doing it, I like programming games much more than playing them lmao, especially my own.
I'm definitely going for that atmospheric shit. I'm a long-time Peter Molyneux fanboy (Black & White, Fable, games where your choices impact the game). I want to stay away from overly concrete things like experience points, reaching levels, WoW type of shit, and make it more an experience that you /feel/. You don't get literal numbers for the dragon's size, strength, etc. Changes should be noticeable through graphics and the 'feel' of it. The whole goal was to make the dragon feel 'real', like an actual animal, though without taking away the player's control. So while the dragon always obeys every command you give it, on its own it will make its own decisions outside of your direct control. I also compare it to owning a dog or cat IRL; you don't see a life bar telling you "my dog is sick" or shit like that, you have to notice it by its behavior. I'm trying to recreate that feeling while keeping in mind things that require clear communication (it's still a game after all).
Right now I've calculated for a (dragon) year to take 30 minutes, I do want things to happen gradually. That is untested, though, so could still change. It might be much too fast. But since it is a dragon, I also love the idea of it growing up to be like 50+ years old -- my issue has just been how to combine that with the player's character, as well as the game world. If you know Black & White, your creature there can live for decades, if not centuries, and it works because you play as an ageless god and the living beings in the world are more abstract than literal people with names. I'm trying to find a good balance for my own game to both have a dragon that feels 'old', as well as make it work within the game's timeframe. I've been starting to accept I shouldn't show the dragon's literal age to the player. I think the game will feel better if I don't show the time that's passed to the player. It would just lead to odd or implausible situations.
Most of the issues now arise because the rest of the game hasn't really been thought out much. This just started out as a dev project for the fun of it, now I'm needing a fleshed out concept in order to continue. Been thinking out some things, like how you first find the dragon egg and who you could be in the game world, but it's still mostly "lol whatever".
Right now I'm working on the day/night change. Got a rotating sun and all, now working out all the details to make it look nice. Also, I really need to start looking for 3D artists, though not sure yet where I should be looking for that. Kind of hate I only thought of doing this now and not while I was still at school. Don't want to bother with those fucks anymore now lol. And for that matter I literally cannot remember whether or not I already told you that I graduated.
My paragraph is even longer than yours so prepare for a fucking subbed novel on your profile page.