Full notes
Full Ryewood Town update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Performance
It has been a while since the last update, but on the development side, it was everything except quiet.
The game now has more refined game architecture and design, moving toward a more unique experience. Most of the game systems are totally refined and improve further to adapt the game scalability easily.
Although it's great to make the fun stuff, it was really important to polish the "boring" stuff to solidify the game foundation.
Random points of new game stuff and systems refinement:
The gameplay shifted into crafting/buying almost everything, rather than things that are already there (Such as animal food boxes).
Buildings are not restricted by number, and their data handling is now more refined.
Saving is hugely improved and supports multiple saves, the saving will be based per environment/scene/building rather than per day, which means you don't need to wait for the next day to save your gameplay.
Largely improve the grid system, placing items/decorations is not restricted by certain place or height but will be some manual control for a better experience.
Implement better grid editors, easier to create an environment (It may be used for mods in the future)
A much better inventory management system, you will get more than item slots and equipment slots (Details coming later)
Improve performance mainly using the new grid system (Performance will be better optimized later, in the last "20%", but this point was crucial from the beginning)
With a more solid foundation, the game can better now proceed further.
I'm now in the middle of one of the most requested features during the demo, and hopefully will be ready for showcasing next Saturday.
Thanks for joining the journey, and have a great gaming day!
- Pandazole
Source
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