Devlog #7- Collectibles


This weeks devlog is about my approach to collectibles.

----------------

As I’ve said in previous devlogs, Nagayami Nights will not feature a main currency such as gold or dollars. This is in part because I don’t find balancing an economy very fun, and also because I’m tired of seeing it and the many problems it brings, in games that I play- e.g. not knowing what to sell so hoarding everything, finding an expensive item and grinding it until the game is broken, etc

So in it’s place the main ‘currency’ of my game is a group of 8 collectible items.

Pictured above, they are;
DUST, LEAF, ROCK, CORE,
BULB, LUMBER, RIVET, CRYSTAL

The first is the most currency-like, a type of dust that falls from ghosts (including your companion, Mac) that can be gathered through battle and various other means.

The other collectibles can be gathered by using player actions on specific objects in the overworld. These objects are limited but respawn whenever the dream is refreshed.


-------------------

Another place to unlock these materials is with the level up roulette wheel, an idea that came about in the comments of devlog #5. (still a WIP)


Collectible Usage

For the most part, collectibles will be used to fix up and build objects at your base camp but there will be plenty of opportunities to use them in other areas such as unlocking shortcuts or trading with other ghosts too.

There isn't a variety of junk to collect as there is in a lot of other RPGs, and therefore there is no selling mechanic. There will be some key items and other one-time collectibles, but these will be part of a codex and not an inventory system. (I'll feature the codex in a future devlog)
Hopefully this will reduce the hassles that come with a complex inventory, and avoid the RPG trap of endless menus.

----------

Thanks for reading! Devlogs every Wednesday from now on. Wishlist the game on steam >here<

Leave a comment

Log in with itch.io to leave a comment.