Pocket Threads v.08 - Four Friends and Four Heads


Happy whatever-end-of-year-holiday(s)-you-celebrate! Here comes some more monsters, some fixes, and some additional stuff. These four hit the field, ready to meet you!


Paraspring enjoys its time in the fields, maximizing it’s view of the surroundings with its strange eyes!


Calyxuvi settles in at the beach, a spooky observer nestling into an abandoned shell!


Purliquatt looks in every direction at the same time and is a few heads taller than most!


And finally, Wystel. You can only find this gemstone hoarder if you level your Solyrm up to/past 18 whilst underground! Wystel marks the first location-based evolution, as well as the first monster that has a different material (type) compared to its younger form.

You can find these guys around the island, as usual. Except for Wystel.

20+ monsters is a big deal, it means there’s still more to be had!

 

I added a new little section of the cave, where three Solyrm are just minding their business. They’re a great introduction to multi-monster battles. Their AI is a teeny bit wonky (read: buggy) thanks to how I coded multi-monster battles, but it’s okay for now.

No longer do you have to only carry 3 monsters with you to tame wild ones! From now on, if your party is full, any newly tamed monster will go right to your box.

Want some world lore that may or may not help you on your journey? I added such text to the loading screen. Especially helpful if you’re sitting there for a bit.

As is with updates, bugs happen. The boss fight in particular has one I’ve encountered occasionally, though this bug should disappear when the combat code gets refactored. Quests also didn’t make their way in this update, but it will come eventually. Due to some technology issues, I’ll release the house glow-ups in a later update.

What’s next? Well, hopefully getting the houses ready and getting that combat refactored, as well as the AI now. It’s too simplistic for how the world has grown! Quests will probably come after that. Once those are done, full speed ahead for stories, new locations, and of course, new monsters.

 

I did a bunch of other little things too, so check out the changelog below.

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Previous saves should be compatible with this update.

KNOWN SOFTLOCK: defeating one of the monsters in the boss fight can cause the fight to stop. Fortunately, you should be able to access the pause menu to Unstuck yourself. This will be fixed in a later update

 

-Added a new monster, Wystel. Solyrm evolves at level 18 in caves to Wystel

-Added a new monster, Paraspring

-Added a new monster, Calyxuvi

-Added a new monster, Purliquatt

-Balanced some stats

-Added ability to skip through dialogue (press ‘E’). Works in combat for the most part

-Added some cycling L O R E text to the loading screen

-Added the ability to change the speed at which NPCs talk

-Added the ability to catch monsters even if your party is full, sending them to your box

-Removed the ability to catch monsters when there’s more than one wild monster in combat with you

-Added new section to the underground cave

-Fixed a lot of sprites that were looking extra spicy

-Fixed two of the tree sprites

-Added particles that appear when you heal your monsters (temporary texture)

-Added new background textures, “canvas sand”

-Improved background texture tiling

-Added more environment props around the world

-Added drop shadows to floating monsters

-Made it clearer to see what monster is currently controllable/moving

-Fixed monsters not wanting to give up their spot in the party (when you reorganize it via boxes)

-Fixed a couple of the monster clustering issues

-Fixed music stutter between certain area transitions

-Decreased game size

Files

PocketThreads108.zip 56 MB
Dec 19, 2021

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Comments

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(+1)

those gifs are so great; love seeing the embroidery come to life, and those gifs make it easy to share this project with people who don't play games