Developer Update 0.2 — Rebirth
Published: Aug 23 (Sat)Hello Alchemists!
We continue expanding our world with deeper systems, richer strategy, and more immersive mechanics.
✨ New Features & Improvements
- Attribute System — Hunger, thirst, fatigue and more. Your daily needs now affect your work and routine. Forget to eat and you’ll tire faster; work through the night and fatigue will impact focus. Balancing needs makes planning part of the game.
- Experience System — A branching, hierarchical progression (Parent → Child → Child). Your path as an alchemist is now personal and non-linear. Start with simple brewing, then specialize in rare herb cultivation, advanced extraction, or persuasion & trade. Every choice shapes your identity.
- Interaction Overhaul — Objects define their own interaction rules. Bottles can tip and spill, doors can lock, tools can break. Each item carries its own logic, creating a more physical, believable world.
- Economy & Currency — Multiple currencies, live exchange rates, proper change. Cities and factions trade with different coins and rates shift over time, turning route and market choices into profit strategy.
- Reputation System — Build your name across cities. Broad, well-stocked shelves increase trust and prestige. Prosperity unlocks new shops in wealthier cities and better clientele; neglect erodes standing.
- Mass Entity System — ECS-based crowd optimization for NPCs. Streets fill with merchants, travelers, farmers and guards without sacrificing performance.
- Memory Management — Significant RAM reductions for smoother, faster, more stable play.
⚖️ What’s Next
Next up: more lifelike NPCs with MetaHuman-driven characters and era-accurate clothing variations reflecting social status. Every customer should feel like a distinct story.
Plus, the cauldron system is simmering with surprises—we’ll reveal it in the next dev vlog.
www.altheragames.com
