Oh yeah! I totally forgot to disable the save and exit screen popping up when you're able to interact with something - Thanks for playing!!
Recent community posts
Wow, alright. midnight already, huh?
It's the second to last day of the jam, right? So we're starting to get into polish mode.
First off, we got the inventory screen fully implemented in the diving part of the game. You press tab, and bam there it is. The game pauses and everything too!
All of the UI has been styled, and I added a basic main menu theme.
3 new items got added too!
Yeah yeah they're tiny yadda yadda you know the deal - it's too late to reupload them blah blah
All of the items now are in the item database, with flavortext to match.
tons of smaller bugs got fixed, like how the sword crashed the game if you were facing left.
we fixed this screen, as hard as it is to believe:
A couple new maps got added too- you'll see them when you play the game!
So goals for tomorrow, before the game goes live:
- Make the rest of the items affect the player.
- Add UI for player health and breath and enemy health.
- Add map decorations.
- Pick and implement a mechanic to add replayability. (maybe? its sorta getting too close, isn't it?)
- General polish: testing and making sure there's no edge cases.
- Make the itch.io page, complete with logo and everything
Good luck to everyone else too! I know some of you guys have already submitted your games (oh jeez) so hopefully the testing and bugfixing stage goes well! I'm looking forward to playing them :)
OH GOD THERE'S SO MUCH
That's the new boat sprite! and oh god there's a lot.
- A random level is chosen and loaded each time the swimming scene is opened.
- 5 new levels were added (more to come for sure)
- walking up slopes is FINALLY fixed
- The overworld boat is now also a motorboat, and there's cool particles to match
- the player creates bubble particles in the water when they dive in.
- the sounds were made MUCH quieter.
- guns now do damage to enemies
- added skeletons
- Enemies release particles on death, and when they hit you, you have a certain number of I-frames
- wasd control support
- added a game over screen for when you die
- added a sword weapon
- Inventory now updates as you collect items, and the player node can sense when a new item is added, and give relevent effects to the player. The delete button works as well.
- You can open and close the inventory in the diving screen ..... it doesn't actually show up yet (it's behind a bunch of layers) but it's there!
And with that, all the basic functionality of the diving mechanic is done! Now to .... add every item and have them appear in chests. But it's all there. the combat, the items, the movement- its all finally together. With ....... 48 hours left. Now time to add some sort of connecting mechanic!
I'll talk tomorrow (or the day after) about what that means for what we add, but ideally, we're gonna give some amount of meaningful context to the progression of the diving.
Okay! So what's left?
- More Maps! Variety is the spice of life (that's gotta be the 100th time ive said that)
- Adding all of the items to the game. All of them. ALL OF THEM.
- Making more item sprites for the items!
- Cleaning up the folder structure. We don't need any of those dang kenney sprites anymore!
- Making the UI pretty all over (and scale properly)! It's still the default Godot look, and updating those is gonna be a great step in the feel of the game!
- Add a title theme
- Make the inventory visually open in the diving screen
Now, in stretch goals, things look a little different:
- Map Decor. Variety is, after all, the spice of life!
- New (better) cave tileset - it looks very .... erm bad
- better enemy AI (they'll wander and so on, making them feel more lively)
- Making diving gear appear and disappear on the character sprite itself.
- who knows honestly my dude
Oh! How could I forget? Jimpy made a splash screen :)))))))
wellllllllllllllllll that's all folks! I'll see you again tomorrow, where we'll finally be doing dinosaur/house transmutation~! bye!
It's go time! It's almost the end, it's ...
I'm really gunning for any sort of funny pun or nothin' but I cant think of anything so here goes!
Lots got done! Well, lots seemingly got done haha - I made three gun sprites and a bullet sprite, for shootin' stuff.
The classic: Pistol, Rifle and Shotgun. Who knows if they'll all be used in the final game, but really, who cares- its fun anyways. Cave tiles got done too, but for now they're pretty non-organic:
I'm gonna spend tomorrow fixing those up and making about 20 different maps for the game to select when you go diving.
Speaking of which, I haven't talked about how the game is changing. We sorta realized that with the amount of work we're putting in, it's really unlikely that a lot of our planned features will make it into the jam version. We're scrapping the salvaging mechanic. Ironic choice of words, but it's accurate. We may include it in a later version of the game, but likely we're gonna be changing the title of the game to reflect how the game now runs. Well, how it will run at release. We're fleshing out and completing the diving part of the game tomorrow so that we can begin working on how diving fits into the rest of the game. The leading possible replay ability mechanics are: Quests, Rogue-like or port trading. One of those (or possibly some left-field idea) is gonna become the reason for diving. We'll see what that becomes in about two days.
This radio sits on your boat and plays music while you're not underwater. Now with pretty particle effects!
And in the background? Thats right. the sky, boys and girls. It's sorta temporary, but for the jam, "it'll do."
Made..........stole..? a song to be used as the radio music. It's gonna be great. It's also been looping in the background the entire time i've been writing this devlog and somehow hasn't become annoying.
Along with the sky came parallax, and with that, some odd adjustments were made to how water was rendered. It looks good now! Myserval added breath and health counters and variables for the player, and made it so they count down appropriately.
With that, he added enemy health, and a basic counter above to display health.
And then, he added the sea urchin from before. Variety is the spice of lifeeeeeee
And for today, that's all! Tomorrow, there should be a finalized diving scene, including combat and picking up items. There also very well might be a bunch of different levels, but we'll see what becomes most important.
And just like that, we're back to that late night posting grind 💪
Alright! Some dang stuff got did done today!
- Barkley implemented a basic shooting mechanic to kickstart weapon and combat mechanics
- Jimpy finalized the item generation for chests, added a pickup mechanic
- Barkley added the ability to call on a variable that distinguishes between air and water, and updated the physics of both to match
- Myserval updated the animation so that the old man won't swim if he's in the air
- Barkley made it so you can leave the diving screen
- Myserval programmed the basic sound system: it adds a filter to the sound when you're underwater, and plays sounds when you enter and leave the water. The gun also makes a really bad (really really bad) shooting sound effect. Music begins playing when you enter water.
Speaking of which, here's the new music!
This is probably still not lighthearted enough, so this will become music for a more dangerous area. A different, lighter song will play instead (using similar instruments) in relatively peaceful waters.
............ still nothing. Myserval worked on the tiles today, but got a little sidetracked implementing the first sound effects. tiles r hard
Github presented more problems today, with godot getting really confusing and downright refusing to open our swimming scene. oops. it's fixed now but that was a solid 30 minutes of time wasted again. We've really gotta figure out how to not break our version control.
oh and also
look for Salvage Pinball coming this fall to only green man gaming
what year is it
ohhHHhhhboy its been a minute hasn't it? Well, I'm back home and me and the team are getting back into working on the game. We took a bit of a weekend break all together so I don't have much to show you but here comes .....
Alright, first on that list? The music I promised you!
While in Steamboat, I got a lot of interesting music sketches done, taking inspiration from Donkey Kong Country and good ol' Jimmy Buffet. Largely, though, all they were were sketches. The music editor I have on my phone for some reason doesn't let you adjust notes after you record them, and with no way to adjust that, I'm left to remake the good ones on my computer here. So I ended up spending way too much time today throwing together a new piece, but it's way too dark and entirely based on a certain joke that's absolutely garbage, Here it is!
I'll be changing that a LOT and posting the new stuff tomorrow - parts of that are gonna be turned into the cave music, and parts of that is gonna be the underwater music. Still thinking it might be too slow, so I'll probably speed it up or scrap it entirely. Until then though,
Over the course of the weekend, the following was implemented!
- Barkley added collision layers, so that the monster couldn't pick up coins for you.
- Jimpy added a lootgen system that picks 6-10 items from three catergories of loot: common (materials), uncommon (items), and rare. Each one is weighted differently.
- Jimpy made the fish attack you when it gets near, for now (since there's no health yet) it pushes you back when you touch it, and then "made the fishy not go light speed"
- Barkley added a certain collision box to differentiate between underwater and sky, so that the fishy can't leave the water, and so eventually the player won't be able to swim in the air.
- myserval struggled more with character movement, and then accidentally broke all the code so Jimpy had to go through and figure out how to revert git commits. oooooooops
nothin. sorry, no cool good visuals today! I'm gonna start working on a cave tileset tomorrow, and update the really bad sand sprites to be more like the rest of the dang game. Maybe more items and artifacts!
See ya soon! Drink some water, you've probably gone too long without drinking water :)
Yeah for sure! I went up the gondola and got some super super nice pictures of the surrounding area- lots of mountain bikers, cuz apparently there was also a bike event going on as well that same weekend haha- and yah the arms were definitely hard to read haha thanks about the palettes!!
Myserval posting a devlog before midnight? It's more likely than you might think.
That's right! It's the vacation episode of .... the salvage devlog .... Cuz I'm in a ski town! In the summer. It's a lot more effective, I think.
Well, it's sorta not a vacation- it's a half vacation, cuz I'm here for my younger brother's soccer tournament. Which means I have a lot of downtime to work on music :)))) It also means that I'm gonna be releasing these devlogs with a lot less pretty stuff, cuz image uploading on mobile is hard hahaha
Going on vacation in the middle of a game jam? Folks,
Anywho: Barkley implemented the coins I showcased yesterday and the mechanic of picking them up - right now it increments a variable, but at this point it's easy to add an entry into the inventory system, so you should see item pickup happen soon too.
Barkley and Jimpy made a sort of soft laundry list of items we'd like to add to the diving scene to finish it off. Realistically, the diving portion of the game is really gonna become the core of the game here, with all of the game's progression happening in the diving rather than in the boating -especially for the jam.
And, well, I guess that's it! I'll be back in two days (vacation, y'all) to show you more new stuff! And maybe some music. We'll see :P
Here's some of those boat tiles I made, I don't think I've shown them directly:
I'm starting to feel pretty confident in my ability to choose colors and keep to a style and things like that, especially having never worked in pixel art before.
This particular post might feel a bit pointless, but I really just wanted to let you know that there's not gonna be a devlog tomorrow :)
and yes, the vacation is entirely the reason I'm not posting this at crazy late hours of the night hahaha
Items! Yes, items. let's take a look, yeah?
okay that's too small, hold on. Computer, zoom! enhance!
Yes, that's right: we've got basic materials. Myserval went through and made three basic materials for now: wood, metal and money. That might change by the time the game's in your hands, but the idea is there. Myserval also made some chest sprites. Three, to be exact.
Jimpy made it so that chests could be openable, and myserval made some new tiles for boats underwater. The water shader got adjusted, and myserval spend way too long trying to figure out how to get the character to move up slopes. That's still unsolved.
Here's a lot more items Myserval sprited today:
There's one artifact, 4 upgrades, 3 materials and 4 weapons, just to give Jimpy and Barkley some content to chew on while he's out for the weekend. Those are tiny but it's currently 1:20 am the day before I leave for the weekend. there i go with that inconsistent pov again oops
Artifacts will be a lot like upgrades, but with the idea being that they're rarer and add a lot more interesting effects. The skull necklace, for example, will deal a small amount of damage to enemies per second.
And two decorations, too: one of wood and one of metal:
And lastly, for figuring out how to make the big stuff show up on the character, the old man without his diving gear
Thats all I've got time for! See you all tomorrow! well, hopefully: I don't know what all I'll have to show but we'll definitely see!
Oh my ... This aesthetic is pristine! I'm loving every part of it so far! - been listening to that day loop sketch now while I draw, too. The name Crust Station just popped into my head and I think its funny
It's practically midnight again, so you know what that means!
Jimpy made a super simple enemy AI, and Myserval made some sprites to go with it:
So far, super simple. Myserval continued work on underwater tilesets.
Sorta a rest kind of day for sure.
That's also mainly because we talked a lot about how best to continue developing the game out- what to focus on and the like. We're still discussing that - we're indecisive, I think.
anywho- Jimpy thought of a great idea:
and Myserval had some trouble with the enemies:
Seee ya tomorrow!
Oh my god! I love those portraits! Also I genuinely gasped at how big the spritesheet was for bear haha - here's a fun story, I actually accidentally found your itch.io profile back in January because I misspelled the itch.io handle of a team member I was working with, so uhh small world I guess! :P
Ah! It makes me super happy to see you say that about Confection Connection! Hopefully some of the magic of that one will carry over to this one :) I think for a while the devlog had more views than the introduce yourself thread which is crazy. Salvage is totally gonna be the guy fieri of flavortext. Well, hopefully at least - we'll see haha
Oh boy I keep leaving this for last, and I'm starting to think that's a bad idea.
This one's gonna be quick, cuz I gotta keep working on this stuff- I'm leaving for a weekend, so I've gotta work double time. Of course, as well, I'm finally starting to get scheduled again at work so I'm working 6 hours a day too. Oh joy.
That's important gamedev stuff, i swear.
Okay! We'll start off with some conceptual stuff:
Jimpy connected the overworld to the diving layout, at long last watching enough godot tutorials to figure out how to switch to a new scene.
Myserval adjusted and tried to change the boat movement mechanics, and partially succeeded
Barkley finished the inventory system, but not after a solid "inventory broke" commit to the github page and over 5 hours of going nowhere. But it works now!
Myserval fully added the tileset for the most basic shapes: Island edges and corners. No concave pieces yet, but now the boat collides correctly with the islands.
He also finished the main character sprite. It's not the one in the picture above, that was an early concept that I decided to put in for some reason. Also I just referenced myself in the third person and the first person in the same paragraph. jsesus
Here's the main character!
Here's swimming animations too!
To be used in conjunction, of course hahahahahhahahaahh oh god its late I can't fix that second one just for the devlog
In other news, Barkley set up the level music system. He also downloaded a pirates of the caribbean midi.
Alrighty! If I included everything we've worked on in the last two days, it'd be a total mess. So instead, I'm gonna drip feed mechanics as we go along. Starting off, the overworld mechanic! As you saw momentarily yesterday, the overworld mechanic serves as the connection between the dock and any dives. Pressing forward moves the boat in the direction it's facing, and left and right turn the boat. The boat's turning speed is related to how fast it's going, so you can't turn very fast in place. I'd show you this, but that requires making a gif and yesterday's gif literally took me 30 minutes to figure out hhaaaA
On spots where you can dive, a button prompt pops up, at which point you'll be taken to a separate, side scrolling level. Jimpy - erm wait, I haven't introduced the team yet, have I.
Anywho, Yesterday, Jimpy made the boat movement system, and today started working on the diving mechanic and drew some concepts for the screen:
Essentially, your boat appears on the top of the screen, and you can see deep under the water. This screen is randomly generated. Or in theory it will be. You'll be able to pick up materials and hopefully, the boats and caves will contain dungeons of sorts.
Barkley coded the UI, and put together an inventory system, including but not limited to:
And lastly, Myserval worked on drawing and implementing the tile map for the game.
After, of course, watching way too many aesprite tutorials. These tiles will most definitely change. I'm indecisive.
The game is live!
Hi all! We're Dino House, and we're super excited to participate in this season's jam! You might remember me from the January My First Game Jam, where I made Confection Connection with 4 other people! This season, I'm part of a whole new team of
jokers great people :)
And so, our game!
Salvage is a casual role playing game about sea exploration and hedging your bets on sunken scraps. Erm .... that sounds a lot darker than it actually is, it's lighthearted and fun at it's core! The core game loop is as follows:
1. Set sail
2. Find scraps and materials
3. Bring those scraps back to the dock
4. Sell those scraps at face value or salvage the scraps yourself for materials
5. Use those materials to upgrade your boat
Stylistically, the game is still under discussion, so as it develops you might see combat mechanics, story or rogue-like elements. We want to deliver on the core game loop first, but hopefully we'll also deliver some fun flavortext along the way, too.
I'm writing this on day one, so tomorrow I'll update you on everything we've worked through so far!
okay, it's a lot harder to write about victimless (and sorta legal) piracy than it is to write about a space cafe visual novel.
Hopefully you all enjoy the ride regardless!
And, before I go:
DAY 2: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 3: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 4: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 5: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 6: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 9: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 10: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 11: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 12: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 13: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?be...
DAY 14: https://itch.io/jam/my-first-game-jam-summer-2018/topic/257722/devlog-salvage?before=17#post-487751
I really like this puzzle game idea! I'm enjoying how it makes me feel like I know how programming works haha. I wish some of the UI elements moved faster, namely the level choice menu and a couple times I got lost in the menus, particularly I did not see where the console fit in with the rest of the game. Some sort of distinction would be nice in the menus. I really enjoy the concept and with some polish and development this game can be really good. Great concept!~
your sentiment of "I can learn how to play Fur Elise perfectly on the piano, but that's not the same as learning to play the piano." Is entirely how I feel about programming and it's something I haven't ever been able to put that into words. It's interesting to read through how you want to expand the game because both paths entirely interest me.
I can totally understand your stress and satisfactions of being a solo developer and it really makes me want to try and make my own game all on it's own.
Anyways this was a really interesting read, thanks for writing it! I'm totally excited to see how it ends up!
Hey all just wanted to pop in, and say: The game jam is about to end. You can find our game in the entries tab and we'd love to hear what you think about it! I'll be passing your comments onto the team and I'm sure they'll be happy to hear anything you have to say about it.
Thanks all so much for your support and interest and I'm really proud of where our product is at this point. I'll be popping in soon to post a postmortem but until then, thanks for reading!
24 hours left. We're here! We're reaching the final corner before the jam ends. We're all hard at work adding final polishes to everything and filling in the holes that we overlooked during the process. You might have seen an entry pop in and out intermittently as our programmer started building semifinal release candidates for the jam!
So I guess it's inaccurate to say it's the final countdown, since I imagine we'll be fleshing the game out quite a bit more after the jam. So, it's the semifinal (but really beginning of the end sort of) countdown!
In the past day, all of the ingredient art got done, and work began on the Itch.io game page. That's why you might see the game pop in and out of the entries page!
That's a lot!
There was discussion of adjusting how decorations work (for the time consideration of not making 3 variations of each recipe in 24 hours). The decorations are going to be adjusted to become holographic, and hover more as a garnish than edible decor.
All of the writing is finished, and our programmer started putting all of the new assets into the game. UI, Sounds and a bunch of art sprites all got added to the game. It's all starting to fall into place
speaking of falling, i'm starting to fall asleep so it's wise of me to get out of here before my head hits the keyboard!
But first, the last character:
Thanks! I'll talk to you tomorrow for a recap ............. probably........
Alright this one's gonna be short too, not because I'm tired but because I've only got a bit to show you.
Oh god i actually got nervous typing that ..... Here we go!
Lots of recipes and ingredients got done today! Particularly, these:
I hear the constellation drink is to die for ... er wait that's not even funny
Tibby went through and added expression tags to all of the dialogue, to make Heather and Theo emote.
And lastly, there was discussion of an ice cream sandwich recipe. Well, I guess the name. I guess.
Which, makes sense! Ice cream is cold. But then ....
........ so uhh
I dont wanna leave off on that. So here's another character!
Anyways, that's all I've got to show you for today! Yes the Uranus thing was necessary. Yes it pertains to the development of the game. I'm sorry I put you through that.
I'll see you in 24 hours!
We're down to the wire here folks! It's day 12!
Alright this is gonna be a quick one, cause it's late and I wanna sleep.
Myserval worked on the audio bits, completing (probably) what all needs to be done on the sound effects side, meaning he'll be moving to focus all of his time on polishing music. In particular, the parts of the music that need to get done for the jam, so likely no character themes (but we will definitely see!)
Here's all the sounds he worked on-- there are some repeats from yesterday because they were bad and they should feel bad, but they're good now
Alright now it's time for some recipes. Ban and Iris were hard at work making these puppies:
er wait ... these kitties:
that's a tiny photo oops you'll have to squint because I totally don't have enough time to fix that
Speaking of time, (really? that's your segue? ok) Tibby has been spending a lot of time working on the writing, she's halfway through day 4 for the mainline characters.
Alright and that's all we have time for folks!
Thanks as always for reading and be sure to like comment and subscribe. XxShadowlordxX out!
weeeooo weeeooo It's that time of the day again! it's time for ...
(its day 11)
Alright, so it's Monday of the final stretch of 5 days (4 days remain at the writing of this post) which means it's jam time!
I don't think I've shown you guys this document yet, so here it is; a 7 page long document detailing every dish and how to make it.
These are just three of the ~20 recipes in the game. I'd detail them all but it would just take way too long and I don't think you all wanna read through the design documents and I don't particularly wanna go through and screenshot them all. But here's a familiar one:
Banrabbit finalized the designs for the desserts and their recipes.
We also talked a bit about how decorations would work. In particular, making global decorations rather than discreet ones for each recipe.
Alright! Moving on to art!
Starting off is a mock-up of how the prep portion of cooking might end up looking like in-game, with art to support it:
Banrabbit put together pretty much (i think) all of the UI in the game today
Iris began working on dessert sprites, too.
Tibby, of course, was continuing the writing part of the game, finishing day two and beginning on day three (presumably with a bunch of editing of previous sections, too) - also this:
And in audio, Myserval finished all of the sound effects for the cooking and the counter mechanics of the game. It's ... unruly:
Okay, maybe not unruly but definitely a lot. Namely, this:
It's an ambiance track for when you're at the counter. You can hear the hustle and bustle of the space station that the cafe is attached to. Skip to 0:16 for the good stuff ™
He also got to work on a couple of day themes, particularly in the jazzy realm, which you should be hearing somewhat soon.
That's about it -
Thanks for reading! Stay in school!
Your pixel art looks really good! I especially like the flower tank and the bunny shrub. Welcome, by the way, to the jam! Hopefully you'll finish in time for your easter final goal -- and hopefully you'll have a nice smaller version for the jam cause this seems fun!
Aw man! Yeah funnily enough, my computer also succumbed to the updates yesterday too and i spent about three hours trying to figure out how to fix this weird color glitch that only affected one monitor ...??? who knows.. But I want you to know that I'm following your page right now because if your character design is any indication of your story sense then I so totally wanna see a version of this with story! (I realize now its a dragonboy not a crocodile boy -- my bad haha still love 'im tho) It's been super cool to see your process through this all too. I can definitely see a game in the thematic vein of earthbound or like beglitched which gets me so pumped regardless of what the story will actually become cause I can just tell it'll be good what with the characters you've made so far
Thanks! It's really nice to hear people are actually enjoying the devlog! I'm sure we'll get at least something done, it's definitely a matter of how much of what we wanna get done will be done. Particularly the cooking minigame, I definitely would love to see that but we're 4 and a half days out from the deadline and I have no idea where it's at -- But I know that at the least it's gonna be a great visual novel with cooking elements!
Oh man the concept of using tetrominoes to attack is genius -- the quick wit required to hit for a lot of damage seems super fun and I'm excited to see where this mechanic goes! I can see a lot of game elements being added, like blockout squares where you cant have a tetromino touching, things like that-- of course not before the jam since that's super soon: looking forward to playing it though!
also crocodile boy is my mascot
Alright ... I promised myself that I wouldn't do this two times but here we are ...... Day 9 & 10. Of course it's more bearable because I posted 7&8 at 6:00 on day 9 ᶜᵒᶰᶠᵘˢᶦᶰᵍ⋅⋅⋅
Im gonna start posting based on days left because a) its a lot more dramatic and b) I'm really not sure what day it is.
Anywho! I've got quite a bit lined up for today. We're gonna start where we usually start, the music
SO Myserval started working on finalizing the sound of the game and he's created a day loop for being in the cafe:
That's a sort of early version of it, the final version will sound a lot less dissonant. (especially with that weird chord modulation right in the middle) and more dated
He also began picking apart what all was needed for sound effects, and came up with this:
This is a list of the minimal viable product when it comes to sound effects. Okay not minimal, maybe, but definitely simple. It doesn't include UI sounds, like advancing dialogue and the VN side of the game. OK so maybe it isn't minimal viable product. BUT it is what will appear in tomorrow's devlog! Originally, voice acting was going to happen (think Dream Daddy or Fire Emblem, just voice blips more than anything) but that's becoming more of a stretch goal thing. We decided who might be voicing which character but we figure it's wise to figure that all out after we figure out the other parts.
In art, iris created expressions for all the generic customers:
The art department wasn't really able to do much what with school and sick, so that (along, of course, with all of the other character's expressions) Is all I get to show you. However, three buffer days were planned for the art team (I don't know if I shared the schedule or not), so it should be no problem at all! All that's left is to finish the food sprites and kitchen UI which should definitely be able to be done in 5 days. Things will start ramping up again in the next couple of days as we realize what all needs to be done and we
scramble to get stuff done
Here's some writing! You can sorta see the format that we gotta follow for Ren'py
OK i think I maybe lied about having a bit lined up for today. I know a lot got done! I'm just not sure exactly what all got done. It's been two days after all. Writing, of course, continues to advance; Our programmer is adding stuff all the time; art is making things look good; and audio is testing ideas and designing sounds. However I wouldn't be able to tell you exactly what because everyone's got their heads down in their work trying to get stuff done!
I'll go ahead and introduce a new character though! There's three left.
Alright I think that's it for (two)day! As always I hope you're keeping yourself well and if you're getting sick, sleep! Or something, I'm no doctor.
Tibby totally called it
It's been a bit, hasn't it? Well, it's day ... 9 I think ... so that means I gotta catch you all up on days 7 and 8. (plus a little video play-through of the build so far!)
i had to improvise okay?
Anyways, I'll be playing a bit of catch up today what with not having a log for the past couple of days. So here we go!
HOLDUP WRONG VIDEO OOPS UHHHH
So watch that, that's got 50% of this devlog in it.
Ok we good to continue?
OK that didn't quite work, but I basically showed just the game in it's current state OOOOPSPSSS I'll try again tomorrow haha!
So here's those generic customer sprites I mentioned:
There's 6 of them for now, and they're all my favorite (though that kid is super sweet I'm sure, pun intended)
These will appear in the place of those weird Natalie sprites. ᴵ ˢʷᵉᵃʳ ᵗʰᵒˢᵉ ᵃʳᵉ ᵍᵒᶰᶰᵃ ʰᵃᵘᶰᵗ ᵐᵉ ᶦᶰ ᵐʸ ˢᶫᵉᵉᵖ ʲᵉˢᵘˢ ᵗʰᵉʸ'ʳᵉ ˢᵒ ᵒᵘᵗ ᵒᶠ ᵖᶫᵃᶜᵉ
As for what's happened since that particular build (that was basically all day 7), our programmer has been working on implementing the visual novel screen and the text to go with it.
Banrabbit has also been working on getting the UI elements to look good
oh no wait
I anticipate, especially given the speed of our momentum at this point, that we're definitely gonna need to use the buffer days we gave ourselves. We've gotten far, especially far for 8 days, but we've still got a long ways to go before we reach what we'd like. There's a lot of stretch goals that we seem to be able to reach if we work hard at it, but it's not looking likely for some things. We'll see though! I'm just the audio guy so what do I know.
also, important take on (admittedly somewhat tangential) Heathers, the TV show
OK so if it wasn't clear, here's sorta how the game loop goes.
The customer appears, you have a visual novel type interaction with them, then they go into their waiting stage. They'll have given you their order in their visual novel interaction (and if it's a generic character, it's likely that's all they'll give you). Then, you'll go to the kitchen, cook what they wanted and then leave the kitchen and give it to them. Then, they'll talk a bit more and sit for a bit and enjoy their food.
Tibby has been working a lot more on polishing up dialogue and we're through day 2 for Heather, and at the beginning of day 2 for Theo, so things are going well there.
On a sorta different note, I wanna introduce more characters to you. You likely won't see them for a while (not in the jam) but I wanna showcase some of what Tibby's been working on! erm, worked on the first day!
And lastly, Myserval has done absolutely nothing thanks dude
Alright I may not be able to post anything big tomorrow so today's gonna be a pretty big one(for a wednesday)! Prepare your butts!
OKay okay okay so I'm gonna finally show you guys the second mainline character (at almost halfway through yeah ... okay)
Theo! Yes, its two girls and yes, the main character is a girl. shh there'll be boys in the full game. But for now these two characters pose the most interesting and variable writing styles we'd like to shoot for in the finished game, so we thought they'd be fitting for the demo. Anyways,
Theo is an Aerian fashion designer. Well, her full name is Theokleia Lycholos, but she goes by Theo.
Theo is gentle, level-headed and mature but clever and quick-thinking, with a mischievous and rebellious streak
Here's some concept art from way back at the beginning of the process for Theo.
So I don't wanna show you her final design yet so there can at least be a little dramatic tension, so let's take a bit of a detour, to the audio department!
Here's that theme from yesterday for Theo:
It's pretty unfinished but that's generally sortof the sound it could maybe sound like ... or it'll get scrapped all together. Who knows?? Game Jams! (aka tibby hasn't even heard this version yet... time zones!)
In writing, Tibby went through and finished day one for Theo, and started day two for heather. Iris went back through and provided script editing and that means that the writing for day one is just about finished!
Iris then made a starry background for the cafe.
Okay enough stalling! Here's what Theo looks like! (hopefully you're playing her theme in the background here we go!)
Theo has always been a gentle soul and dislikes her people's idea that humans are impure or not worthy of her designs. She fell in love with a human who showed a great interest in her designs but her own people won't accept it and forced her out.
And once again quoting Tibby's backstory document (The pun was too good to leave this one out!)
MC should save these star-crossed (literally) lovers and preach acceptance!
Let's take a look at some of the concepts that brought us to theo:
So from the beginning we wanted Aerians to have two sets of arms. You even saw in the first day's log if you were looking close enough that there was an Aerian concept sketch. IDK if Iris even wants me showing that one so if you didn't, iris, oops
We also had a bit of trouble deciding what the coat should be. We thought that the lepoardprint looked just a bit too primitive for the Aerian race, so we went with a sort of ghost-y transparent overcoat.
Also, Iris began working on other generic characters to fill the other seats so that the whole restaurant sim part becomes more of a real portion of the game.
That's what I can tease for now, but tomorrow, there'll be more of em!
Thanks again for reading! We're almost halfway there, hope you all are holdin' up well! take frequent breaks and stuff and I'll see you around!