Little sneak peak at the progress on Dungeon Delicacies level 1!!
I just finished up the WIP background tiles today but I'll rework all of them based on how they fit together here as they definitely need some work lololol But its good to see it all in motion! I'm really happy with how its coming together so far :D
Dungeon Delicacies is a video game somewhat inspired by Dungeon Meshi. Follow for more updates and sneak peaks :3
I have an idea for a pre-written Adventure that revolves around a casino where instead of money, you bet years of your life. When you enter, you are given coins that represent the years left of your natural life span and you can spend them in games of chance to either earn more years or lose those years permanently.
It would be a noncombat adventure with far more of a focus on social elements and mini games of chance. Potentially something you can drop into any campaign for a brief relief from the main plot. The players could come out dead, nearly immortal, or the same if they are lucky.
What are you expecting from the final Developer Diary tomorrow?
(I actually have a few speculations about what’s going to happen. I’m also going to be without Internet for a while, so I won’t be able to see it at the same time as the rest of you guys. I’ll see you all tomorrow evening once we find out what gets revealed!)
1. Heaven And Earth Are Yours
There is practically no chance that the OG Black Dragon isn’t going to show up, as Capcom have been giving Fatalis so much focus lately. An entirely new design, putting him in the Flagship poster, making him the only animated monster at the end of the 15th Anniversary video, doing an orchestral cover of his theme. I’ll be amazed if he doesn’t appear. But...
A trend I’ve noticed is that every Title Update after Rajang has had two monsters in each. Safi with Stygian, Raging with Furious, and Ala with Frostfang. In my eyes, this can go one of three ways that I’ll go through in order of probability.
2. More powerful alternate of an existing monster.
To go with Stygian and Frostfang, a monster already in-game will get a upgrade. Possible choices are Lucent Nargacuga (to join Tigrex and Barioth in having a variation), Oroshi Kirin (from that original list that predicted Kulve Luna and Alatreon) and Molten Tigrex (honestly, I just think Molten is better than Lucent and Tigrex is better than Narga)
3. Another returning monster that isn’t Fatalis.
It seems strange to me that what was originally just “Returning Monster” was changed to something as ominous as “The Final Stand”. Maybe this wasn’t originally meant to be the final Dev Diary and they decided to make it more impactful by fusing it with what was meant to be a final Fatalis Diary later down the line. Anyway, ones that I think are the most possible are Chameleos (Completing the trio with Teo and Kush, although Vaal may have stolen that role in this gen), Valstrax (A fan-favourite that many have been hoping for, although it’s origin game being so close to World may present an issue), or Steve (He’s the only remaining Flagship other than Valstrax that would fit in the game. Lagi and Mizu have a supposedly unusable skeleton, the rest of the Fated Four have been overshadowed by Glavenus, and the Magalas may be awkward to implement due to the Frenzy. I know they were in Generations, but that game was made to celebrate the series while World has been more story and lore-driven.)
4. The Black Safi from the original teaser.
The Jiivas have had some of the most lore-focus any monster has had in a long-time. Their introduction has molded how the MH world works in ways not seen since Fatalis. NPC dialogue also implies that Safi has something to do with the Black Dragons. So some people have theorised: Is Safi going to become a Black Dragon itself? We may soon find out. (Dramatics aside, this is the least possible option for a reason. As @ask-magala has said, the black colour could just be an issue of lighting. A choice made to make the initial reveal more ominous. And a monster doesn’t have to be black to be a Black Dragon, as Crimson Fatalis shows.)
We all neglect things they really shouldn't. Maybe it's a hard task you don't know how to start. Maybe it's just cleaning your room.
For me? It's the mushroom gardening hobby in Village Monsters. It's "technically" been in the game since releasing in Early Access 6 months ago, but you wouldn't know it. I've barely touched it since then and most players aren't even aware it exists.
That changes now. Let's talk gardens, and then afterward let's clean our rooms!
Gardening
What was once Mushroom Gardening will now be known as simply Gardening. Yep, you can now cultivate all sorts of new plants beyond just fabulous fungi!
But don't expect to be planting boring crops like turnips or corn. No! Instead, you'll be growing suitably monstrous plants: man-eating pitcher plants, never-ending creeper vines, fruit that glows eerily in the dark, and yes: mushrooms.
To help you with growing all these new plants, garden management has received a complete overhaul in both look and design. Check it out:
Each garden now has its own plot (above) that you can interact with to manage all the plants inside. From this screen you can plant new seeds, view the status of growing plants, cultivate the soil, and eventually harvest any mature plants.
You'll be able to purchase multiple plots of varying configurations, but at the start you're limited to the basic 2x2 model.
Your garden won't require a lot of attention if you only care about the basics. You may need to weed it on occasion, and cultivating it with water and fertilizer will definitely help it grow faster, but gardens are otherwise self-sufficient.
After all, gardening is meant to be a passive and relaxing hobby. Of course, there are all sorts of benefits if you want to be an active gardener - let's look at them now.
Breeding
I'm super excited to talk about the new plant breeding mechanics! That's not weird, right? You'd tell me if that was weird??
In all seriousness, I love breeding plants in video games. I'm not sure why - it's not like I have much interest in real life botany - but I always get really into it whenever it's offered. Adding this feature to my own game was a no-brainer.
In Village Monsters, getting started with plant breeding is actually super easy. You just need a male plant, a female plant, and an empty space. Nature can handle the rest!
Your experience as a gardener governs how fast plants grow and crossbreed, and in the beginning of your career it will be pretty slow; plants take several days (and in some cases longer) to grow, and new starter packs are quite expensive and sometimes hard to find.
Don't fret, though! Gardening is designed for exponential growth, and over time a skilled gardeners can completely outpace the other hobbyists.
Hybridization
Hybrids are a very rare type of crossbreed where two plants combine to form a brand new plant.
As you can see from the chart above, hybrid plants generally inherit the shape of the mother plant + the color / design of the father plant.
It takes a lot of skill & patience to successfully breed a hybrid; they're often considered the end goal for most gardeners. There are dozens of unique hybrid combinations, so you'll be plenty busy trying to discover them all.
The uniqueness of a hybrid makes them highly sought after, and Pishky will pay you very handsomely when you're ready to sell. Better yet, you're almost guaranteed to win any Garden Festival if you put one of these guys in your display.
Future Gardens
There are two more big features I'd like to add to gardening, but they won't make the next release (v0.70). Still, this is a dev diary, so I may as well talk about 'em.
The first feature is something I'm tentatively calling Symbiosis. The idea here is that gardening should provide benefits to all your other hobbies - and vice versa! Everything is connected.
For example, you should be able to use certain plants as bait to catch rare fish or critters. Other plants could help you see hidden treasure in the dark. Maybe domesticated critters could provide fast-growing fertilizer for your plants (don't think about this one too much.)
It'll take some time to get it all sorted out, but you can expect this in a future update before release.
The second upcoming feature is called Mutation. Mutations will be similar to hybrids with one key difference: they are completely random! Randomized names, randomized look, randomized benefits, and so on. Procedurally generated plants!
This'll take some time, and it may even have to come in a post-launch patch. I'll keep you updated.
Hey, isn't this like -
Yes, almost certainly!
I really love playing video games, and I'm proud to wear my inspirations on my sleeves. I've borrowed tons of elements from games like Animal Crossing, Stardew Valley, even Cookie Clicker and Monster Rancher. If you recognize a gardening element from one of your favorite games then it almost surely is on purpose.
Video games rule.
When can I play with the new gardens?
Very soon!
Everything I described above will be available in Village Monsters v0.70, which will be releasing in the next couple of weeks. Look forward to playing it then!
So I'm working on the Solo and Co-op role play aspects of My Little Muse and this is the first play test for the solo journaling version! I used my Muse Fable for this! I'll put Fable's Adventure under the cut if you'd like to take a look :3
It went really well but I am going to have to add an RP section to all of the Traits so that they can be used properly during these Adventures.
There are 4 Steps to the Solo Adventure: Setting, Conflict, Twist, and Return Home.
For the Setting, you roll various dice to determine the name of a location. From the name, you describe what the location looks like from your Muse's pov. Specifically, what they find exciting, scary, or unnerving, etc.
For the Conflict, you roll from a d20 table (may get larger in future) to determine some kind of obstacle in your Muse's path. You write down what your Muse does, roll dice to determine success/failure when confronting challenges (the DC is randomly generated with balancing features). Once you reach a moment of climax, move onto the next step.
The Twist involves rolling from a d10 table (may get larger in the future) to determine what wrench is thrown into the scene. From here, you do the same as the previous step and write down your Muse's actions and roll the dice when needed. Once your Muse has overcome the obstacle, it reaches the final step.
The Return Home is a moment of respite and contemplation. You describe what your Muse thinks of its adventure, any lessons it may have learned, friends or enemies it made, etc.
Then you are done!
Still thinking about the reward for completing an adventure. Might be an XP buff for a few days or something idk. If you think this is cool, check out My Little Muse and the discord where we share our Muses and Daily drawings! Discord | Itch
Step 1: Setting - Taping Dew Domain
Fable slithers through the slick rocks of this realm as it explores this new found area. The Sea of Dreams is always changing and it enjoys discovering what new lands the realm has to offer. As it squeezes through various nooks and crannies, it starts to hear the tippy tapping of water droplets. There must be a cave nearby. It skitters through the layers of blue and green sedimentary stone until the narrow ravine expands into a massive subterranean wonder. Brown mushrooms sprawl within the cavern, illuminating the space with their blueish purple bioluminescence. Dew clings to every surface as a faint mist rolls across the moss covered floor and water drips from the ceiling high above. Fable blinks their eye at the sight and wiggles their stinger, ready to pounce on this beautiful new discovery.
Step 2: Conflict
20 - A Siren Stalks you, hunting you, toying with you.
Fable leaps into the cavern with an excited squawk and slithers through the forest of glowing mushrooms. It rolls around the moss and lichen until its body is covered in glowing particles. The sound of a snout sniffing echoes through the space - freezing Fable in its tracks. It furrows its brow and slithers beneath a large mushroom cap to hide, blending into the glowing moss.
"Little thing…" a voice rings out from all directions. Fable looks back at the ravine it entered this domain from as a crystalline snout peeks through the stone. A tongue licks razor sharp teeth that glitter and reflect the glowing cave. "How sweet you smell…" Its massive paw of diamond claws crushes several mushrooms in a burst of spoors as it steps forward, revealing more of its enormous form. The hulking Siren lifts its nose into the air, breathing in. It turns towards Fable, eyeless but sensing it's presence. "Run, little thing…" Fable doesn't move, petrified in place. "Run…"
Fable scrambles to its feet and skitters through the mushrooms. It glances back only to see the Siren has vanished. Where to go, what to do?! It thinks frantically. There is movement ahead as the Siren's shimmering crystalline body slithers through the fungi, cutting Fable off. It turns and dashes for the ravine it came from - that's it's only chance!
Fable dashes through the cluttered terrain but the Siren slams its claws into the soil and ice sweeps through the cave. Fable loses its footing and slips, sliding right into a mushroom with enough force to bruise its side. It digs its claws into the ice and leaps to its feet as the Siren looms above it. The Siren swipes at Fable with its massive clawed paw and Fable lashes out with its tail, stinging the far larger creature. Laughter echoes all around it.
Fable scrambles beneath mushrooms and around boulders but the Siren snatches its tail between its teeth. Fable yelps as teeth pierce its flesh. It feels its life energy drain, siphoned through the Siren's teeth, and Fable twists out of its jaws in a burst of feathers.
It's almost there! The crevasse is so close! Ice surges beneath Fable's feet and it slides past the opening, claws scrambling for purchase as it slams into the side of the cave. A loose stone tumbles from above, crushing Fable beneath it. Fable whines at the pain but manages to push off the stone. The Siren's tail slithers past it and Fable lashes out with its stinger almost on instinct, furious and in pain. The Siren hisses, snatching its tail away.
The monstrosity gathers itself and towers over Fable, blocking the exit. "Where to now, little thing…" It asks. "The chase has been fun but its time…" It lowers its head, snout breathing in Fable's scent. "You smell delicious…"
Step 3: Twist
6 - A stranger makes the situation worse.
Fable furrows its brow, claws digging into the moss underfoot. "I will not let you devour me without a fight, you beast."
The Siren bears its diamond teeth, smiling so wide its teeth create rainbow reflections on the walls around them. "Good." It takes a step towards the small Muse.
Earth and mushrooms erupt from the side as what had appeared to be a large boulder reveals itself to have been a sleeping Muse! She blinks her furious eye at the Siren invading her resting place and lashes out with hooked tentacles. The Siren roars and charges the much larger Muse. The two collide with a concussive explosion of energy that shakes the entire cave. Fable scrambles for the entrance as chunks of the ceiling start to collapse. (DC 8 Agility) (Roll 14) It dodges the falling rubble, using its lean snake like body to slither through the terrain with precision and grace.
Fable makes it to the entrance only to find it has caved in. It glances back over at the two titans as they destroy each other - and the cave - and steels itself. It takes a step back then lunges at the rock, summoning all the power it can in a thunderous clash! (DC 20 Power) (Roll 7) The rocks explode in all direction but the crevasse only cave in more. Fable looks all around, searching desperately for another exit. (DC 8 Senses) (Roll 6) It can hardly see through the debris and falling rock. It coughs as dust fills its lungs and claws hopelessly at the rubble, trying to clear it.
The sleeping Muse slams the Siren into the wall, creating a large crack in the ceiling that unleashes a waterfall into the cavern. Fable yips and scurries to higher ground as the cave begins to fill with water. From this higher vantage point, Fable searches for another exit. (DC 8 Senses) (Roll 6). It scans the rapidly filling cavern to no avail. Fable grits its teeth, claws digging into the stone. There is one way out.
It leaps from mushroom to mushroom, avoiding the water, towards the fighting behemoths. (DC 8 Agility) (Roll 19) Fable nimbly latches onto the other Muse's tentacle and climbs up to its back. The Muse swipes at Fable instinctively but they dodge the haphazard attack and leap for the crack in the ceiling. (DC 16 Power) (Roll 7) Fable's claws scratch the stone but the force of the water is too strong as it slams it down into the ground. (DC16 Bulwark) (Roll 10) Fable slams into the stone and gasps, unable to breathe. Its tail is wedged beneath a stone as the water rises above its head. (DC 8 Endurance) (Roll 11) Fable snaps its eyes open and yanks its tail free, bursting above the water and gasping for air.
The Muse and Siren continue to battle, seemingly oblivious to the threat of drowning or being trapped in this cave. Fable desperately looks around for a way out. (DC 12 Senses) (Roll 16) It starts to lose hope when it sees a glimmer of light shining on the Siren's crystals. Fable follows the light source to see a crack in the stone - another ravine! It swims towards the light and attempts to climb up the sheer stone wall towards it. (DC 8 Endurance) (Roll 8) It manages to dig its claws into the soft stone and climbs to the crevasse. It squeezes within just as the Muse throws the Siren into the nearby wall, causing the ravine to start to cave in. Fable dashes through the stone as fast as their little legs can take them in an attempt to out run the collapse.
(DC 12 Agility) (Roll 12) It scurries, bobbing and weaving through the stone, until it bursts out into the open… with no floor beneath it. Fable shrieks as it starts to fall off the side of this cliff! (DC 8 Power) (Roll 10) Its claws screech through the stone - the soft sediment crumbling beneath - until it slows, claws finding purchase in the stone. Fable clings to the wall and shudders. It carefully climbs down the cliff and reaches the bottom safely.
Step 4: Return Home
Fable carries its injured body home and wonders what would have happened if it hadn't woken up the other Muse. What would have happened if it couldn't find a way out? Would that have been it? It shudders at the thought. How could such a simple exploration go so wrong? It vows to be more careful in the future but has a feeling that its curiosity is doomed to get it into more trouble.