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
Recent community posts
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.
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:
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!
Today was a bit quieter but nonetheless:
Let's kick today off by looking at where the build of the game is at.
It's crazy what a little art and a font change can do, huh? The clock functionality is in as you can see in the top right corner, and I'll be posting videos of this in action as we get closer to a finished product.
The kitchen features tabs for keeping track of the orders from customers in the top left corner.
As Iris and Banrabbit begin to create UI elements, they'll be added to the build.
Iris and Banrabbit began working on the second mainline character, who you'll see soon enough ;) I can tease a bit though; she's not human.
Tibby created and Myserval transcribed into the computer the theme for that same second character, which you'll also hear soon enough ;)
Myserval worked on some UI sfx, including page turns, saving, and various fanfare.
Tibby finished day one dialogue for Heather, our first mainline character.
Sweetheart, I know you must be starstruck but try to keep it together. Surely you recognise me? Heather Brawen, politician. Remember - Branwen can win.
I'll refrain from posting the whole thing in here so you can read it for yourself when you play the game, but trust me, it's great! She also worked on day one for that second character ... I really should just introduce her ... don't get too blue though!
We're definitely getting to the part where I've gotta be careful what I show, but today I just genuinely don't have much to show you guys other than to just say "X did this, Y did that" so hopefully you weren't looking forward to anything huge!
also no dog. Yeah I know, I'm disappointed too
Thanks and I'll see ya tomorrow!
On behalf of the team, thank you! I for one was super super excited about the mix of space / VN / restaurant sim (its basically the reason i joined the team) We're all super eager to see the finished product
ALllllright ..... DAY 4!
We're really starting to make some solid progress! Today, quite a bit got done (for a weekday of course) - and we'll start with today's character; Heather.
To quote our character design document,
She...is a mythic bitch. Sassy, snarky, quick-witted and ‘opinionated’
She's a great political leader running for office in the election .... but she's sorta racist. Erm, speciesist? ...... She has some old-fashioned opinions towards other species. Here's the conversational art for her (animated, too; oooooh!):
And here's her counter sprite, created by Banrabbit:
That's how she'll look sitting at the counter, more or less. She'll have multiple emotion states depending on how she's feeling.
Speaking of the counter, here's Iris's finalized backgrounds for the counter and for the kitchen screens.
Pretty sweet, huh?
Alright next up, audio.
Myserval took to odd sound tactics (aka foley) to produce some food and counter sounds. M&Ms, sprinkles, plates and breads all went into the sound blender and came out sounding pretty convincing. Here's all of the final sounds, back to back in less than 30 seconds:
Oh, and foaming handsoap too, for some of the creamy sorts of sounds.
Our programmer made some headway on planning out the cooking mechanic. The recipe system is already in the build of the game, so whatever we decide on in regards to a mini game should fit within that system. Also, we'll have to work on how exactly the whole mini game fits in in the context of the game, so it's not just some tacked-on time filler.
That being said, though, we're planning on the prep method changing the mechanics of the mini game a bit, like the fridge vs a shaker.
Anyways, thanks as always for reading and I hope to see you here again tomorrow for another weekday
Let's start right off the bat with some music! Myserval whipped up a couple test themes to get a feel for how the music in the game should sound.
Here's a mischievous one: https://clyp.it/1fjwwhxz?token=0c2fcaded34f30f0b373cc33ce2bae60
And here's one for the tutorial: https://clyp.it/bujhs1rp?token=da3ff8d720a496f56a9110755893513b
Tibby began work on another character's theme (whom you'll meet tomorrow) and started sourcing inspiration tracks for characters.
Honestly I thought that'd be a lot more interesting but hey now you've got cool music to listen to while I talk about the next stuff!
Next stuff of course being art - duh i mean of course its art what else
Banrabbit created this for the kitchen layout - look at it! It's so pretty!
Speaking of the kitchen, we started talking about how interactive the cooking elements should be, and whether or not the interactions are worth creating more assets for. To start off with, it's a good idea to add some sort of intractability and chance of failure. Oh! I'm realizing now that I haven't touched at all on that yet so allow me to [copy and paste from what our programmer wrote up]. This would be a good time to start playing that tutorial music
(All numbers are fudged for the sake of example)
You have a 6 hour shift from 2pm to 8pm
When you start you see a clock in the corner it only advances when certain actions are taken:
Taking someone’s order (5 minutes)
Preparing food (10 minutes)
Having a story conversation with someone (20 minutes)
Serving food consumes no time
People come in at different times of day and will have one of 3 possible indicators over their head to reflect their state
means they want your attention, if it’s yellow it’s to order food, if it’s red it’s because they have an urgent conversation
means they’re waiting on you to serve food they ordered
means they are thinking/eating/content, they’re not actively trying to get your attention but you can try talking to them anyways and you might get a story conversation
TL;DR: Actions take time and you're gonna have to balance them if you wanna ever have a chance at a connection.
Whew okay anyways we talked about having a mini game to play whenever you make a recipe, which determines how well you cook whatever you were trying to cook. Like, a candy crush sort of game with all of the ingredients you'll need, or similar scenarios.
Well there weren't any dogs either today which was somewhat disappointing but we're all working on the game so no dog cafe today! But tomorrow you'll be seeing the next character (one of the mainline ones) and hopefully soon you'll be able to play it a bit!
I think we're at 8 strawpolls now
oh no oh no oh no I missed it ... sorta
this is day 2!
As promised, I'll be introducing new characters along the way, starting with this one. Gaius!
Well, Gaius and his bird companion, Emily. Gaius is a musician at heart and an earth elemental in body. Here's how Tibby describes him:
Flirty, somewhat egotistical, mischievous but nonchalant
Couldn't have said it better myself. Cause I didn't say it. But still.
Gaius is a master shredder and an amazing flirt.
Guy's a free spirit, and doesn't care about much, but unfortunately, the citadel isn't so free. His requests to have a concert at the citadel keep getting ignored and his music keeps not appearing in various shops around.
His bird Emily, however, isn't quite as big a fan of rocking out as he is. But she still loves him. But I don't wanna spoil too much else!
In other news, we all began planning out what we could do in 2 weeks, in particular cutting back on the scale of dialogue. We're gonna flesh out two characters for the Jam version, and plan on fleshing out the rest of them after the jam is completed. But I'll still be introducing the rest of them over time cause it's still fun!
The audio team (Tibby and Myserval) have been hard at work on themes for characters. Here you can find a sound test for some of the early theme sketches.
And then in programming,
worked on clock and scheduling code, because I got stuck on a dumb edge case I didn't have time to write up example data and plug it into the UI, but a clock/time management system is there and works and I'll make it playable in the morning.
I'll have more for you day 3~!
Ohhhhhh this is promising! Love to see a non-videogame game in the jam, I just wish I had thought of it first, haha- it'll be interesting to see how you plan on balancing the systems together.
I like the moral dilemma presented immediately by dealing in other people's memories- and I can definitely see the story discovery being the most exciting part! I think trying to balance curiosity and a business will turn out to be super interesting. looking forward to it!