Cultivation Incremental
- 25 Devlogs
- 81 Total hours
Cultivation Incremental. A Roblox Game.
Cultivation Incremental. A Roblox Game.
Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).
Polishing the game :))
im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though!
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Cultivation Incremental (16+)
The next devlog will be for a published Game
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Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.
Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web
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Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month. 
Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict
. Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items) 
No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.
The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.
Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.
I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards. Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.
Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably:
OK everything i said sounds very confusing even to me
. In conclusion, my next work is just finishing the quests features and polishing the UI.
I still haven’t refactored the Inventory UI yet
and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).
Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line…
Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.
P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it
P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.
P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets
P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.
P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that.
I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language.
I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).