Welcome back! Let us continue our adventure into the past of Shoppe Keep changelogs going back to May. You can see the full article on Indie DB at - Shoppe Keep Changelog Part 3
The change logs we will be discussing today are:
Change Log 05.16:
- Bot is finished and needs extensive tests
- Customer become skeletons on death and dissipate over time
- For us devs, press K for lots and lots of XP giving thousands of Keep Points
- Pressing I will toggle the main UI on/off
Change Log 05.19:
- Pressing P will toggle phasing through objects and walls
- Left Shift and Left Control raises and lowers the main camera
- WIP durabilit in place but turned off for debugging
Change Log 05.20:
- Customers dirty the floor where they walk
- 1,2,3,4 buttons change the players state
- Q and E buttons are context buttons:
Shop Keep state - Q opens central UI, E Opens shop
Builder State - Rotates object left and right
Cleaner State - Q selects Broom, E selects Hammer
- Dirt Directly influences the appeal of the shop, a clean shop + 30% skill gives you an overhead of 130% appeal
- Object durability suffers from items being placed, taken, and knocked off. A decrease to 80% durability will start to make customers ignore items on the object.
- A chaotic customer now sometimes runs in and knocks some items off their objects. Deal with it!
- Broom and hammer functionality, no visuals or sounds as of yet.
The first two days consist mostly of some additions to help with filming the trailer and fast debugging of features which require KP or noclipping. For example this helped us find a cluster of customers right around the corner and fix it, potentially saving a lot of CPU cycles.
The first introduction of a customer becoming a skeleton when zapped. This is pre combat state days. Do not mind the generic YouTube music as the developer was listening to a podcast and forgot that it will be recorded with the sound. Skeletons did have a change in their visuals and behaviour later on but this is the basic start for them.
https://www.youtube.com/watch?v=oD2-6vlvhKg
Basic durability for objects
Durability has 3 states for each placed object. (Not products that you sell but the display cases, pedestals, racks etc, etc.):
Ideal (100-60%)
Worn (60-40%)
Critical (40-5%)
When an object is ideal it will act as a normal object. Customers will be interested in them, buy from them, browse items in/on them, everything as usual.
Worn objects start to look a bit broken. Although customers still notice items in them, they tend to request a discount and in turn you always agree (Fix up your stuff man.)
Critical objects means that it will start deteriorating at a steady rate looking even more worn and broken.
This feature had upgrades over the next few days following its creation and we will get back to it when further change logs appear.
Now onto May 20th:
Shoppe Keep got a player state feature long overdue to save up those buttons and make controls a bit easier on the player.
When pressing 1 you are in a traditional shop keeper state in which you can order items, place them, remove them,
increase the margin, check stats for the shop, unlock skills and control the bots.
When pressing 2 you go into the Builder state. Moving, selling, buying and rotating objects.
Pressing 3 enters you into the Cleaning and Fixing state. You get two items: a hammer and a broom to clean and fix.
Pressing 4 was a mute state at that moment but it is our future Combat state!
Customers tend to wander around on their adventures on dirty paths, in filthy caves and this gets their shoes all grimy. This of course means they bring that dirt into your pristine shop lowering its appeal. Grab a broom at fix it quickly!
We added a wildcard customer which when spawned just runs in and creates chaos, knocks items off shelves, brings in dirt and just runs out. Something you just have to accept is that not all customers are normal people. It's almost a real life simulator at this state.
We hope you continue to enjoy these change logs. The game will continue to evolve up to the Early Access release and then continue to change even further with your help. We hope to also continue giving you as much information as possible before and during the Early Access release.
All the best.
Tim