Hearthvale Dev Log #4 — Notifications, Bug Fixes & Major Item System Refactor

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(Edited)

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Hearthvale Dev Log #4 — Notifications, Bug Fixes & Major Item System Refactor

Hello everyone! 👋🌿
Welcome back to another development update for Hearthvale.

Today’s session focused on UI improvements, game notifications, bug fixes, and a major refactor of the item system that will make future features much easier to build.

Game Website Here


🔔 Game Notifications Added

Most major game actions now trigger notifications.

These include:

  • Item usage
  • Inventory actions
  • Rewards
  • System feedback

For now, the game uses Sonner as a temporary notification system.
It works well as a placeholder, and I’ll be exploring its customization options to better match Hearthvale’s visual style.

Future updates may include:

  • Custom notification designs
  • Sound effects
  • Priority-based alerts

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🛒 Energy Potions Now Available for Credits

Energy potions can now be purchased directly using credits.

Current shop prices

  • Small Energy Potion — 250 credits
  • Medium Energy Potion — 500 credits
  • Large Energy Potion — 1000 credits

This gives players a more flexible way to restore energy and continue progressing.

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🛠️ Bug Fixes & Small Improvements

Several gameplay and UI issues were fixed:

Inventory & Item Fixes

  • Non-consumable items now disable the “Use” button
  • ESC key now properly closes the inventory

Energy System Fixes

  • Energy no longer resets to 100 after using potions
  • Energy potions now respect the player’s actual max energy
  • Energy regeneration now correctly triggers when the countdown reaches zero

These fixes make the energy system behave more consistently and prevent unintended resets.

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🧱 Major Item System Refactor

One of the biggest changes today was a complete restructuring of the item data system, which took around 10 hours to complete.

Why this was needed

The old item structure was simple but difficult to scale as the game grows.

Old structure:

potato: {
  name: "Potato",
  sellPrice: 0.1,
  harvestSeconds: 60,
  experience: 1,
}

This approach made it harder to:

  • Add new item behaviors
  • Support multiple item sources
  • Scale for equipment, crafting, and trading

New unified item structure

potato: {
  id: 'potato',
  name: 'Potato',
  description: DESCRIPTION.potato,
  type: 'crop',
  isTradeable: true,

  shop: {
    sell: {
      price: SEEDS.potato_seed.shop.buy.price * 2,
      currency: 'coins',
    },
  },

  source: [{ type: 'harvest', from: 'plot' }],

  data: {
    harvestSeconds: 60,
    experience: 1,
  },
}

Benefits of the new system

  • Unified structure for all items

  • Easier scaling for:

    • Equipment
    • Crafting
    • Resources
    • Consumables
  • Cleaner logic for shop, drops, and sources

  • Much easier maintenance and balancing

This refactor affects many core systems but will make future development significantly faster and more stable.


🗺️ Map Progression Update

Map progression is now more clearly defined.

Map 2

  • Unlocks after Level 30

  • Adds 30+ new plots

  • Every 5 levels:

    • +4 plots
    • +2 trees
    • +1 stone node

Map 3

  • Unlocks at Level 10

  • Planned features:

    • Dungeons
    • Possible town area
    • Advanced progression systems

Before dungeons are implemented, the focus will be on:

  • Cooking systems
  • Crafting food using crops

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💎 Special Thanks

Special thanks to @affliction for being the first supporter of the game! 🙏

The Founder title is not yet implemented, but it will be added soon.
Please stay tuned for that feature 🙂

Your support helps keep the development going forward.

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🔧 Next Development Goals

Planned tasks for the next session:

Core Tasks

  • Confirmation modals for:

    • Purchasing
    • Crafting
    • Using items
    • Dropping items
  • More system refactors

  • Additional bug fixes


🌱 That’s It for Dev Log #4

Today’s update includes:

  • Game notifications added
  • Energy potions purchasable with credits
  • Multiple bug fixes
  • Energy system improvements
  • Inventory interaction fixes
  • Major unified item system refactor
  • Map progression updates
  • Special thanks to the first supporter
  • Future dungeon and cooking plans

This was a heavy backend and system-focused update, but it lays the groundwork for many upcoming features.

Thank you for following Hearthvale’s development and supporting the project ❤️
See you in the next update! 🌱🔥⚔️

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