December 2, 2024

A World Adrift [v0.0.2.65] By LutholianDev

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LutholianDev Games released a new game called A World Adrift and the version is 0.0.2.65. The game’s story is about A World Adrift is an adult role-playing game set in a fading world. It is inspired by games such a Corruption of Champions, Lilith’s Throne, and Strive for Power, among others.​

Developer: LutholianDev
File Size: 107 MB
Version: 0.0.2.65
OS: Windows
Languages: English
game details

Game Version Changelog:

v0.0.2.65

Items

  • new weapons: Stone Wood Axe, Wood Club
  • renamed weapon “Axe” to “Wood Axe”
  • consumables can have an effect assigned to them, all consumables(in other words, the health potion) converted to use magicEffects now.
  • consumables can be set to be able to be used in combat or not.
  • new Consumable “Bandage”. It functions as a more common out-of-combat potion. It will have different functionality later of boosting passive health regeneration.

Magic Effects

  • implemented “MagicEffects” system. Basically a unified way for things(spells, consumables, enchantments, whatever really) to change a player or npc. Right now it only supports changing stats and the like, but it is primed to be extended to things like body transformatives once that content is implemented.

Events and Exploration

  • new events: An Odd Noise (catch a brigand in a compromising moment), A Dropped Bag(yey, free bandage)
  • Vixsya’s first encounter event is no longer repeatable.
  • moved some code checking if an event met the requirements to appear from Region to the event itself.
  • events that give items now once again properly add them to your inventory

Factions and NPCs

  • Ilchex gatherers can now spawn with Stone Wood Axes
  • Ilchex Warriors, Uchiz Warriors, and Vagrants of the Knife Scouts can now spawn with Wood Clubs
  • when a faction’s name is known, it will be used by for generic npcs of the faction instead of the more generic name. (Tribal Goblin becomes Uchiz or Ilchex, Forest Brigand becomes Vagrant of the Knife)

Conversations

  • When you ask Vixsya about them, you now gain knowledge of the Forest’s name, the names of the two goblin tribes, and the Brigands.
  • Vixsya’s “Ask about the Goblins” dialogue option now gives you knowledge of both Ilchex and Uchiz’s names instead of you needing to ask about each specifically.
  • Vixsya’s dialogue event no longer crashes the entire game

Quests

  • Built a some of the quest system framework
  • Questlog implemented, it can be accessed from the camp menu.
  • Some overarching main story quests.

Dialogue System

  • dialogueConversations can now have and be loaded from individual files instead of just the single big one. Really great stuff from an implementation and debug standpoint.
  • the initialText is also fed through the parser now like dialogueOptions are.
  • dialogueOptions can be disabled.
  • dialogueOptions now can be set to only be available once per conversation.
  • dialogueOptions can grant knowledge of a faction or region’s name
  • improved the way dialogue options can add knowledge. Its still super scuffed, but now its a lot less scuffed. As an added bonus, they can add multiple knowledges from one option now.

Knowledge System

  • Implemented the “Knowledge System”. The knowledge system is basically a way for the game to track what a player character “knows”. Currently, its incredibly scuffed, but it works. In the future other game systems like quests or dialogue will be able to check it to expand or restrict options based on what you know about the world. Mind you, its not too fancy!

UI

  • non-combat use consumables are no longer displayed in the consumable list.
  • when a region’s name is known, it will appear in the explore menu, the travel menu, and the combat scene instead of the more generic name (The Forest of Tulor vs The Forest)
  • made it so mousing over a vital’s(health, stamina, etc) bar will give you the more accurate decimal value as “current / max” as opposed to the old way of having to mouse over the current number to see its decimal, and then having to mouse over the max to see the one it has.

“Text Parser”

  • can now decide between “is” and “are” depending on pronouns. (“you are hungry”, “he is hungry”)
  • can now decide between “were” and “was” depending on pronouns. (“you were hungry”, “he was hungry”)

Save and Load

  • player’s knowledge saves and loads.
  • added temporary code that in the event the player had seen the Vixsya conversation and the save does not have knowledge in it will add the knowledge the player should have gotten. This is for compatibility with prior versions and will be removed after the next public update to avoid cluttering the save/load system up.

Misc

  • changed a lot of the file loading to use a generic function.
  • a bunch of other little optimizations and super minor code improvements that I didn’t think to write down.

Developer Notes:

On the tag list, or ambition/scope of the game:
The planned tag list may understandably provoke concern for the viability of the game’s development. And, yes, I do want to do a lot. And yes, we are all all too familiar with the parable of a software developer with big ambitions reaching the sun and coming crashing back down to reality with nothing but empty promises and an unfinished product. I can’t say anything to disprove that that won’t be me, no excuses we haven’t all heard before.

What I can say this:
My approach to development is the iteration of simple systems that work. I have no intent of making a giant interlocking mousetrap of game mechanics on the first pass. My approach is complexity and depth through simple systems interacting with simple systems, not a grandiose system I can never realistically complete.

On the AI CG:
At this time, the game uses AI-generated images for backgrounds. Why? Because I can’t afford an artist. It has its drawbacks, but its an excellent way for me to make the game feel a little more lively than staring at a document. At this time, I have no plans or intent to use AI art for character portraits. It isn’t very good at that so far, and I also want to minimize its use in the game for now. AI art is a fluid and controversial topic, and I feel that at any time storefronts or payment processors may make decisions that require me to strip it out of the game. If it becomes financially feasible to do so, I would love nothing more than to commission art or even hire a dedicated artist to replace it with art that more accurately matches my vision of the World Adrift, but I’m not making promises that that will ever happen.

NTR in A World Adrift:
A World Adrift is not an NTR game. There is not going to be a bait and switch somewhere down the line where all of a sudden we have entered the NTR zone and all that happens now is watching other people fuck your companions. However, the exact definition of NTR seems to be somewhat contested, so I will quickly discuss some matters and plans about the game’s future in that regard.

  • Currently there are no plans at all for npcs cheating on the player to be a system in the game. Maybe at some point, but there are so many more impactful and valuable systems I would prefer to implement instead that I can’t imagine when I would find the time to make something like that a priority.
  • The player will be able to assign their slaves or workers or what have you to work as prostitutes. This would be entirely optional, and likely similar to the implementation of similar systems in the games mentioned as inspirations to A World Adrift.
  • At least one planned unique npc/potential companion is slated to start the game as a sex worker. Odds are very good(in other words, all but certain) that you will not be subjected to seeing them at work on anyone but you.
  • At some point or another, it may make sense to have an option to offer your companion for sex to achieve whatever goal or another. This will never be mandatory. There will always be other reasonably accessible alternatives(in other words, you don’t have to min max to avoid having to cuck yourself). Such options even appearing would be able to be disabled in the settings. No exclusive content would ever be locked behind such a thing.
  • NTR may play a role in some Bad Ends down the line. I don’t know though, it’d be minor enough that it would be easy to strip out and just avoid the problem in the first place.

A last general promise in this regard: NTR will never be a primary focus for A World Adrift. If it is ever implemented in some capacity, it will be optional, avoidable, have a menu option to just straight up disable seeing it, and be clearly signposted so no one stumbles into it by accident.

Game Images & Screenshots

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