DevBlog #72: Plenty of QoL changes and a new office!
The next content update has a rather... horrifying new location?
Hello and welcome to DevBlog #72!
This time, we'll show a bunch of QoL changes that I added to the game for the next update and we'll be showing off our new office we moved to that is now pretty much finished!
New office space
Woah, we have three desks now!
We have moved just recently to a bigger office space (inside the same building). Our goal is to hire one more developer later this year or early next year, and our previous space could only have two desks, so a bigger place was needed.
A bigger office and hiring a new developer does increase our expenses quite a bit. This is why we've been running some ads on Meta's platform like some of you might've noticed so we could increase our Patreon & BMAC income in preparation for the new hire.
We rarely ask people to support us financially in these devblogs. But if you haven't supported WalkScape on Patreon or Buy Me a Coffee yet, now that we'll be hiring any bit of support would be really helpful!
And another pic of our new office!
Plenty of small QoL changes
This region here has been evolving even further since the last devblog
I did add a bunch of smaller QoL features to the upcoming update as well, and I'll probably keep adding more of these on the side while working on the big stuff! Let's go through some of them.
Inventory sorting & deposit all button
There's now a sort button to quickly organize your items in inventory!
We've added two new buttons to the inventory - sort & deposit all!
These should help a bit to keep the inventory more tidy, and making banking quicker.
The sorting button sorts the inventory as follows:
- Crafted/Looted items, sorted by rarity.
- Consumables, fines first and then normal ones.
- Materials, fines first and then normal ones.
If there are multiple different items of the same rarity, then it'll use alphabetical sorting.
Complete for X actions
You can now set to complete X amount of actions for an activity - this also works if you queue an activity after traveling!
This has been requested quite a lot, and I've added systems to expand the activity "options" so that we can add more stuff like this to activities. Likely the next one I'll be adding is complete until X level.
Work efficiency breakdown
You'll be able to see a breakdown of what's giving you work efficiency directly in the activity view - including your bonus from leveling!
Now you can see your WE and the WE cap in the activity view, and when you tap it you can see a breakdown of what is affecting your Work Efficiency!
Unifying the two separate gear set pages
Gear set management has now been combined to a single page
We unified the two separate pages for gear set management into one, and now you can edit, equip or withdraw your gearsets all from the same menu.
Minor changes
- A setting added to disable Agility XP while traveling. This is aimed for challenge characters.
- You can now also withdraw a gearset from bank without equipping it.
- WalkPedia now remembers which categories you had opened on previous pages.
- WalkPedia is ordered alphabetically.
- You can also use item's abilities from the inventory view.
- Crafting Outcome renamed to Quality Outcome.
- Pressing minus button while at minimum value on shops, crafting view, etc. will put the value to max value.
- Added a button to hide the overlays in world map view, so you can admire maxchill's art in full glory!
- Game Version added to character data exports to help 3rd party tool developers.
- Basic tools have been split from Copper tools by making Copper tools require level 2.
What's being worked on
There's also another new location that's being added in the upcoming update...
Currently, we have basically three separate things being worked on.
The Content Team (meaning Weasel & maxchill) are working on a large (maybe the biggest so far) content update. And to make it clear - we have devtools and capacity to do new content & try it out without taking any time from me and myzozoz. So working on content doesn't affect the feature development.
Myzozoz is currently working on one of the big three missing features until we can start Open Beta. That requires a lot of work, and is going to need a lot of smaller systems to be implemented & working. These smaller things will be released in their own updates once they're ready, and we expect the feature itself to take a few months to be completed.
I'm currently working on a bunch of gameplay features, so we can also introduce new gameplay features & make more varied content in the future. At some point I'll also need to jump in to help myzozoz with the very big stuff, but that'll likely still take some time until that happens, so I'm doing my best to create features needed for new skills, new types of content, and so on!
Until next time
That's all for this devblog! I hope you enjoyed reading it. And like said, everyone in the team is currently working on bigger updates, meaning that it'll still take some time until the next update is ready.
Also, when it comes to the hiring, we're looking to hire someone who can primarily be available on-site as a full time developer. And if you happen to be in Helsinki (or nearby, our office is in Arabia) and you're a developer looking for a new job, you can send us an email to support@walkscape.app!
Stay hydrated and keep walking everyone! ❤️
Keep going! You're on the right way :D
When do you plan to release this update? I have a version 0.3.0 (+546) and still cant see these new features like sorting inventory or unifying gear views. The game is great anyway 😀 I'm just wondering where to find information about current newest version of an app.