There are lots of different items in both parts. I will not describe in detail, just give the numbers:
Force of Nature 1:
- resources - 102
- tools - 21
- weapons - 34
- ammo - 12
- clothes - 42
- amulets - 18
- food and potions - 31
- other (maracas, fishing rod, magic chests, pocket lamp) - 6
Force of Nature 2:
- resources - 153
- tools - 39
- weapons - 68
- ammo - 12
- clothes - 92
- amulets - 21
- shields and bags - 17
- food and potions - 39
- fertilizers - 5
- other - 32
I will note that earlier there were many repeating elements among clothes and weapons. For example, there were many similar armor coats, differing only in the color of metal. Swords made of different metals also differed only in color (similarly, many other types of weapons).
Now there are very few such color variations - all the elements of clothing are unique and the variety of weapons is also much wider.
By the way, because in the second part there is a new character - a girl, all the clothes had to be drawn in 2 versions!
Now to the question that worries everyone the most. When will the game be released?
At the beginning of September I planned I would have time to finish everything and release in November.
However, I slowed down a lot on a point that I didn't even take into account at that time - on the dialogs. I came up with the main idea of the story myself, but I specifically hired a screenwriter to design the elements through which the story will be presented to the players. Thinking through all these phrases, dialogues - all this actually takes a lot of time, so I needed such a person. By the end of the summer all the work was 95 percent complete, but the screenwriter suddenly disappeared. Just stopped communicating. I don't know what happened to him. I was mostly busy with other things and looked at his results superficially. Before adding all the dialogues and phrases to the game I read the story to my wife, and she found a lot of inconsistencies. Also, quite a few situations painfully resembled episodes from the Lord of the Rings. As a result, I made a hard decision to completely discard the results of the screenwriter and to do everything again from scratch. This time I was helped by my wife and a friend (who, by the way, also wrote all the music for the second part of the game).
As a result, we lost sooo much time - a month and a half. It seems strange to me - where was all this time spent? After all, the entire result eventually fits into 10 A4 pages. However, I am satisfied with the work done. The stories, in my opinion, have become much more interesting.
Perhaps you will say: "Why do we need a story at all in games of this genre? No one likes to read long texts anyway." However, it is important for me that everything that happens in the game makes sense. And I tried to make the texts not very long and complex, so that there was no great temptation to just scroll through them.
I won't specify new terms, because I'm afraid to make a mistake again. I will only say that I work from morning to night, seven days a week, to release the game as soon as possible. If you look at the list of tasks that I gave in September, then I'm about here now:
- 2 weeks to complete production chains - Done
- 1 week to put all the content together <- That's exactly the stage the game is at now
- 2 weeks for me to walkthrough the game from start to finish and adjust the initial balance
- 2 weeks for beta testing
- 2 weeks for final preparation (making trailer, design of the Steam page, etc.)
- 2-3 more weeks for unexpected tasks.