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Tales from The Dancing Moon News

January 2023 Newsletter

Greetings Travellers!

And Happy New Year! Can you really believe it’s 2023!? And we're already trailing off towards the end of January!

I started working on Tales from The Dancing Moon towards the end of 2020, in the height of the COVID pandemic. I've learnt SO MUCH since that time, but... a new year - means new goals!

Reminiscing over the development of this game has inspired me to focus. I'll be aiming for significant progress on the main quest and story, as that really is the beating heart of what the game will be about. The sooner I can get this done, the sooner I'll be able to think about things like early-access. I'll also be aiming to get regular beta builds up to go along with these newsletters. So if you’re at all interested - make sure you sign up to that Beta!

The general theme for this months newsletter has been “progression”. I don’t necessarily mean my own progression with the game development - but more the sense of progression that the game has whilst the player advances through the quests. This applies to both story, and also gameplay systems.



The first I want to show is the new gear upgrade system. By the time the player finishes all the tutorial quests, you'll have an arsenal of tools at your disposal, such as axes, shovels, swords, and fishing rods. In their most basic form they will only be useful at the early stages of the game and will require upgrading as you advance. These upgrades will also give player perks like dealing extra damage, chopping down trees faster, or extracting rarer materials.

Upgrading your gear will be made possible by a new NPC by the name of Val. A retired sea captain who's been assigned to be the official Dockmaster of Illisor, who has experience with sharpening tools and forging new materials. Talking to him will start the quest to allow you to upgrade your gear from copper based materials, all the way to the mysteriously rare material called "shadow-silver".

Speaking of Val. As a new important NPC, he will be needing a new character portrait! Here's another new addition to the portrait roster! Credit to henryez over on Fiverr!



In my previous newsletter I showed a sneak-peak of the new procedural desert-themed area of the game, and I'm ready to show even more!



Whilst thinking about this new area I've been implementing more dangerous enemy encounters. One in particular is the shadow-beast portal, which will continuously generate shadow-blobs until you completely destroy the portal itself. These portals will also be surrounded by "Shadow-Plants". A Zelda-like enemy that will shoot sludge at the player from a distance in which you'll need to dodge out the way.

The model for this enemy is still work in progress, but I'm glad to see the sludge-shooting and dodging working in a nice way already!



There's one final thing I'm able to squeeze into this newsletter. One of the things in the back of my mind is that I've avoided having too many cutscenes in the game - in fact the only one that is in the game right now is when you die and wake up at the inn again. The work I'd have to do to have cutscenes for every quest is simply not scalable for me (being one developer). So I need to come up with a way that is efficient but still effective in telling the story. I think I've found the way.



Inspired by classic RPGs, what you see in the image above is a story plaque - in it's basic form these are snippets of text accompanied by a picture. Considering the game is quite story and text heavy anyway, I am hoping this will compliment the NPC dialog system which is where you'll be getting most of your story and information from. In comparison you'll see the story plaques a lot less anyway, but they will still be necessary!

Before I close off this newsletter, I inspired myself from last months “mindfulness” winter GIF and decided to create a seasonal image which gives us a cross section of an area during the different times of the year. Putting these kinds of images together has the added benefit of highlighting areas of improvement.



That's all for now, thanks for reading and have a lovely February!

- DjMonkey

If you’d like to join the community and discuss the content of this post, please visit the Discord or make a comment on social media! Links can be found on the store page.

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/

December 2022 Newsletter

Greetings Travelers!


Happy holidays and well wishes into the new year! And welcome to a very festive themed newsletter!

As I mentioned in the November newsletter, In December I intended to start looking at the mechanics for the second act of the game. This includes things like cooking food, brewing drinks, and just generally advancing the main story quests.

So let’s start with cooking - if you’ve played the demo then you may have encountered an NPC named Nicolas, a high strung chef who works at The Dancing Moon Inn. At the moment he introduces you to the fishing mini-game, which makes sense to me right now as any fishing NPCs would be found down at the docks or the lakes, which is currently only available in the full game (or beta!). So I wanted to introduce the fishing mini-game to the player earlier.



Nicolas doesn’t have many quests right now, but as a chef I’m going to start implementing the cooking related quests onto him. Cooking will work in a slightly different way to the crafting system, in that it will be purely discovery based. You will only be able to figure out new recipes by trying different ingredients, or finding lost recipes throughout the map. To give you an insight, here’s a new UI I’ve spun up to help accommodate this new cooking mechanic!



As for drinks, the brewing interface will be exactly the same. But drinks will play an even more important part of the game, as each drink you brew will allow the player to receive temporary perks. In it’s basic form, food and drink will give you extra health, but drinks in particular will be able to improve your strength, or even see hidden items in the world (think of them a bit more like potions that you’d typically find in other RPGs). As a brit, I'm very inspired by tea drinking culture - and brewing tea will be a big thing in this game!

Speaking of quests, steady progress has been made here, and a few of the new quests will be leveraging these new mechanics I’ve described above. In particular, brewing tea will be very important during the quests you’ll be doing in Act 2!

The character portraits are one of the few things I outsource in the game and I absolutely love it when a new batch comes through from the artist that I use. Here are some new portraits I’ve never shown before to help flesh out and visualise the characters you'll be interacting with. (credit henryez on fiverr, watermarked)



And that's it for the December update! I'm publishing this a bit earlier in the month as I'll be taking the rest of this time off until the new year. To finish this newsletter I thought I’d put together a little mindfulness GIF. Please enjoy some of the areas of the game during the Winter seasons, it definitely has a more slow and calm feeling compared to the other times in the game. 😊❄️



Thanks for reading!
- DjMonkey

If you’d like to join the community and discuss the content of this post, please visit the Discord or make a comment on social media! Links can be found on the store page.

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon

November 2022 Newsletter

[h2]Greetings Travelers! [/h2]

I hope you are well as we approach the holiday season.

Today’s post marks the start of a trend I will hopefully continue by providing monthly newsletters about the progress of Tales from The Dancing Moon. You can expect to see a post at the end of each month.

So where do I begin? The main feature mechanic I’ve been pushing forward this month is city building. This is something that opens up in the second act of the game and allows the player to fill the village with larger buildings that enable certain functions for the player. You can think of this as perks that the player can unlock via the construction of new buildings. For example, if you build a new house, it means that more villagers can come and live in the village, but if you buy an extension for the Inn, then you’ll get an extra rest bonus when you sleep, which will be useful for tackling monsters! That sort of thing!



I took some time to redecorate some areas of the game. The entrance to the Town Hall has been on my mind for a long time, and I found a really nice article by Obsidian Entertainment about their level building process for Pillars of Eternity. I was inspired by this and tried to have this in mind when making my improvements. I really like how these potted plants fill some of the space!



Aside from this there is always some polishing and UI tidying to be done. One of the things I’ve been doing is to go around some of the UI elements and expand them into what they will become as the player explores. An example of this is the proc-gen exploration menu. At the moment there is only 1 entry for the Dewiland Meadows, but there will be more to explore as the player progresses. I’ve added some "???" fields to imply this.



And just to give you a little sneak peak of one of those proc-gen areas…



My focus moving forward is to finish a first pass of the quests for Act 2 of the game, and to focus on the cooking food and brewing drinks features. I would like to develop these in a way to I can start rolling them into the Beta version for people to try out!

Hopefully we’ll see some of this in next month's newsletter!

Thanks for reading!
- DjMonkey

If you’d like to join the community and discuss the content of this post, please visit the Discord or make a comment on social media!

https://store.steampowered.com/app/1782420/Tales_from_The_Dancing_Moon/

Demo Patch 4 & Beta Reminder

Hello everyone, long time no see!

It's been one year since I put out the demo for Tales from The Dancing Moon. It's so heart-warming seeing the odd YouTube video or Twitch stream of this little game.

After all that time I've decided to provide an update to the free demo that you can access right here on Steam. This rolls in a couple of features and brings all the fundamental tech up-to-date that's been developed in the Beta! Take a look at the highlights below to find out what's new!

You can report any bugs via our Discord bugs channel or interact with me over on Twitter.

Discord: https://discord.gg/kpGVRKPn5W
Twitter: https://twitter.com/DancingMoonGame

Beta Reminder




This is just a reminder that I'm still sending out Beta invites to anyone who is interested. The Beta includes more story, features, and places to explore then the demo, and will be continually updated as I work on the game. Sign up here! (it will only take 5 mins!)

Demo Updates


    Although previous saves should be compatible with this update, it is recommended that you try starting again with a fresh save. If you are having any trouble with your existing saves, feel free to get in touch! :)

  • UI: New simpler main menu screen.
  • Story: Updated and added lore books littered throughout the map.
  • Story: Refined opening quests and dialog to reflect the games story.
  • Story: New Map tab to keep track of story and available quests,
  • Inventory: Player inventory has been revised for progression feature. You start with 12 slots and can be upgraded in the town hall general store.
  • Quests: Revised journal UI for quests.
  • Quests: Procedural Tasks can now be deleted if you don't feel like completing them.
  • Quests: NPCs have a glowing orb to indicate new quest and updates.
  • Combat: Middle mouse button and scroll allows for target lock and cycle.
  • Fishing: Added new fish to catch.
  • Fishing: New fishing mini-game that adds a level of fun and difficulty to the fishing mechanic.
  • Farming: Seeds now have their own icon.
  • Farming: Spring-specific seeds can now be bought.
  • Farming: Revised the costs of seeds and produce.
  • Farming: Farm soil now randomly generates Fiber when left un-seeded and unattended.
  • Crafting: A fire torch can now be crafted.
  • Time: The season of Spring now loops on itself to keep the Demo section self-contained.
  • Graphics: Refined VFX for weather.
  • Graphics: Heavily optimised texture resolution.
  • Optimisation: Refined LODs for improved framerates.
  • Optimisation: Optimised foliage settings.
  • Optimisation: Heavily reduced download file-size.
  • Optimisation: Cursor is now hardware driven.
  • Optimisation: Reduced tick based logic.
  • Optimisation: Procedural generated (Dewiland Meadows) tech has been completely revised.
  • Photo Mode: Completely revamped UI.
  • NPC: Myrill now has a portrait!
  • QoL Update: Too many 'quality of life' and small fixes to mention here! Who knows - maybe I missed something in the list and it will be a surprise!






Thank you so much for playing!
DjMonkey

Beta Announcement!



Hello everyone!

First of all, thank you to all those who wishlisted, played the demo, provided your feedback and bug reports for the Tales from The Dancing Moon demo. It's so appreciated that you'd give this little game a try.

It's been almost a year since the demo, and since then I’ve been “heads down” pushing the game further along, closer to something which could be considered a full game.

There’s definitely still a long way to go, so I don’t want to hype your expectations too much, but I feel I am finally at a point where I can share my next steps - and that is to release a closed BETA. You can register your interest via the link above or by clicking here.

As the closed BETA will contain more content, it will be treated separately to the demo that you can already play on Steam. However, once things stabilise again, I will think about rolling back any outstanding issues back into the demo.

So you might be wondering - what exactly is in the BETA and how does it differ to the demo? Well, I will use this post as a means to showcase the highlights. Think of it as a change log or dev diary!

[h2]Seasonal Effects[/h2]

  • The world of Illisor comes more alive with a dynamic weather and season system.
  • Camera post processing are applied to different seasons to make those autumn days extra cosy and the winter days more chilly!

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[h2]More Areas to Explore[/h2]

  • Head down to the Illisor Docks, a shanty haven that was mostly unharmed by the deadly shadow-beast invasion. You’ll be able to visit the local museum and the dockmasters office in this area!
  • More interior areas are accessible, including the town hall upper floor and various other new buildings found in the beta.
  • And more! (Probably best not to spoil too much!)

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[h2]Story, Map & Discovery Journal[/h2]

  • The beta will contain more of the main storyline of the game.
  • A new Map tab has been added to the main menu, which displays a live tracker of all the NPCs and places you’ve encountered during your game.
  • The Map also contains a discovery journal, which will log any important information the player has so far and give hints on what they can do next to progress the story.
  • The local museum is looking for local artefacts to fill its halls. Perhaps you can help them?
  • The museum will also keep a log of any important books and notes you find throughout the game.

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[h2]More NPCs to Interact With[/h2]

  • Here’s just an example of all the new artwork added to the game to portray the new NPCs you’ll be interacting with.

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[h2]Fishing & Farming[/h2]

  • A new fishing mini-game has been added, which adds a level of difficulty which you can succeed and fail at when catching those pesky fish!
  • New season specific seeds can be bought from Quinn’s general supply store.
  • Vegetables grown in a wrong season will turn into fibre or disappear.

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[h2]Photo Mode[/h2]

  • The Photo Mode UI has been revamped to provide more precise control and information at a glance.

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[h2]Rowing[/h2]

  • Take to the water by jumping in a row boat!
  • Discover rare fish by fishing from the boat.

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[h2]Socials[/h2]
And that about wraps up the highlights. There is definitely a lot of smaller features, fixes, and quality of life things, but I think that will be too much to capture in a post like this.

In the mean time, don't forget to engage with the game on the various social media channels!

Twitter - Discord
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