Implementing core features


I've been hard at work implementing the core game mechanics such as the friendships with NPCs, bust shots of NPCs, real-time events and making the first tilesets (will definitely revamp in the future). It's really hard work because it seems like the game engine wants to throw all sorts of spanners not only in the works but at me too! I think I have an idea on how something works then RPG Maker is like, "I don't think so, love!" and makes me try to find the solution online and it's either an unanswered thread or so unrelated, I could cry.


The first NPC you can befriend is Flecity, she's your neighbour and will come to say hello when she first moves in. She will be the first fully fleshed out character you can interact with to get an idea on how the Friendship system works. With the NPCs, you can talk to them, give them gifts or even trigger events that bring you closer together. Some of these events are more than just saying the right thing, NPCs can ask to go on a quest with you to exclusive places to get rare items and treasures! I've been comparing my game to Stardew Valley during the concept stage but I want to distinguish myself from them and do something they haven't done.
There's one idea I want to do where you can have a journal where you can read upon characters you've befriended and the more you get friendship points with them, the more it says about the character so you can learn more about them.

The game plans to evolve with my OCs' stories so if a canonical event has happened in the manga, it's canon in the game too. I'll keep adding to the game as things change. I don't plan to stop developing this game until it's so expansive, you can play it for 1,000 and still barely scratch the surface of Gerona's world.

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