Devlog: 0 - An Introduction
- Josh D
- Aug 17, 2024
- 4 min read
Updated: Aug 18, 2024

Hello, my name is Josh, but I commonly go by Nozzexx online, and I'm here today to introduce you to a project that's been brewing in my mind for quite some time now: Vymwilds. But, if you're here, you probably already knew that.
Vymwilds was born from a passion for monster-catching games and a desire to create something that fills the gaps. As a long-time fan of the genre, I've always found myself dreaming of feature combinations commonly found in many forms of media that could elevate the monster-catching experience. Now, I'm setting out to bring those dreams to life.
But before we dive into Vymwilds, let me take you on a quick journey through my game development history. It's been a winding road, filled with overly ambitious ideas, setbacks, and valuable lessons.
My game dev journey started several years ago with a 3D island creator in Unity, which quickly evolved into an ambitious dinosaur park simulator project. I put together a team of seven and we worked for around 2 years on this idea. While that project ultimately didn't see the light of day, it taught me invaluable lessons about scope and project management.
After a brief hiatus, I returned to game development with "Hellfyre," a 2D hack-and-slash game set in the nine circles of hell. While this project helped me grow as a developer, I struggled to find the perfect art style to match my vision. The game was available for awhile online, however I eventually removed it as it I didn't feel it met my own standards.
Now, as I am closing out the last semester of my Software Engineering degree, I found myself drawn back to game development with a clear vision and a wealth of experience under my belt. This is where Vymwilds comes in.
Vymwilds aims to be the monster-catching game I've always wanted to play. It's designed to address common pain points in the genre, introducing fresh mechanics and a rich, immersive world, while maintaining and enhancing (where needed of course) the staples that make the genre great.
But you may be wondering, what is a Vymwild and more importantly what's a Vym? Vym are extraordinary creatures that inhabit the diverse ecosystems of the world. As many areas of the world are still uninhabited, the locals refer to these areas as the Vymwilds. These mystical beings come in hundreds of unique species, each with its own distinct appearance, abilities, and temperament.
Vym possess an innate connection to the natural energies of the world, allowing them to manipulate elements, adapt to various environments, and form deep bonds with human partners. From tiny, nimble creatures that flit through forests to majestic behemoths that roam vast plains, Vym exhibit an astounding range of forms and powers.
As sentient beings, Vym are more than mere pets; they are companions, partners in life and in battle, and integral members of the world's ecology and culture. Players will discover, befriend, and nurture these fascinating creatures, uncovering the secrets of their origins and the depth of their potential throughout their journey. Now, with that said: Here's a glimpse of what you can expect:
A vast, seamless 2D open world teeming with hundreds of unique Vym to discover and nurture.
Action-oriented battles where you battle alongside your Vym, balancing your support skills with their offensive and defensive ones.
Deep customization through, character customization, choose gender, skin color, eye color, hair style and color, as well as clothing, additionally player housing, allows you to build farms, breeding facilities, or your dream home.
Multiple professions(trainer, researcher, rancher, breeder) to choose from, each offering a unique gameplay experience.
Intricate quest chains that unravel the mysteries of the world and its mythical creatures.
A detailed genetics and breeding system for creating the ultimate Vym specimens.
Rare and powerful Radiant Vym, adding an extra layer of excitement to creature collection.
I realize this sounds like a lot, especially for some random guy on the internet, but I ask that you don't worry. Vymwilds has been in development for about a year and a half now, and while it can slow down at times, it has never stopped. Thankfully my time in university has helped me understand the software development lifecycle and as such, I work in a way in which suits me well. With that said, the list featured above, while not complete, represents the ideal picture of what I would like to see and have planned to come to Vym.
As mentioned previously work is well under way and, significant progress has already been completed, with many systems functioning in basic forms, including the full open world (though much art work is still needed, however the full game space is set up.), wild vym spawning, capturing, basic combat, questing, dialog systems, day and night cycles, inventory, items, and more. That said, the intent has been for the development of Vymwilds to be broken down into manageable milestones, each building upon the last to create a solid foundation for the game. In the next devlog, I will be sharing the current roadmap. Woohoo!
Through these dev logs, I invite you to join me on this journey. We'll explore the world of Vymwilds together, diving into its features, discussing development challenges, and sharing the triumphs and failues along the way.
Stay tuned for the next devlog, where we'll take a deeper look at the game world and its planned features. If you're as excited about this project as I am, don't forget to share your thoughts in the comments below.
Thank you for being part of this adventure from the very beginning. Here's to the world of Vymwilds and the journey ahead! - Nozzexx

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