I know I shouldn't be excited about a patch (especially for one that's mostly bug fixes), but it's pretty cool to push out an update that actual players will benefit from! Having a released game feels pretty cool.
Here are the patch notes for version Early Access 0.48.8.
New
Added an option to toggle Sprint / Walk instead of hold
Improved save model for mushroom plots and "workshop" objects (spore extractor, etc.) to fix crashes and be more robust. However! Any item you had in a mushroom plot or workshop prior to this save is lost :(
Improved
Adjusted spawn rate of forageable items
Adjusted spawn rate of treasure items
Adjusted growth rate of mushrooms
Fixed
Fixed major crash related to mushroom plots in Agrarian Acres
Fixed major crash related to spore extractor in Agrarian Acres
Fixed occasional crash with the town garbage
Stopped mushroom plots from reporting erroneous overgrowth
Fixed issue where a mushroom would not disappear upon harvest
Fixed collision of merchant table in the general store
One of the biggest flaws with Early Access is how broad of a classification it is. Some games in EA can barely be called tech demos, while others are practically all finished and just need a bit more polish. It can be tricky as a consumer to know which variety you're going to get.
While I can't speak for other games, I can speak for Village Monsters. This dev log will dive into what's available in EA so you can make an informed decision come November 12th!
Did I mention November 12th is when Village Monsters releases? That's right. 11/12. Has a nice ring to it.
November 12th.
More Finished Features
These are features and systems that have seen the most work.
Core Game Loop
Village Monsters is a game about goals. You have small goals, like "I want to catch a bigmouth bass", and big goals, like "I want to mend this broken world so my monster pals can be happy."
It's up to you how you want to play the game, but everything you do contributes in some way to accomplishing a goal and improving yourself; talking with villagers makes you better friends, fishing makes you a better fisherman, and so on.
Achieving goals earns you rewards that in turn let you progress in the game or accomplish other goals faster.
I'm calling this the core game loop and it is (as you might expect - or hope!) one of the more finished aspects of the game.
Hobbies
All four main hobbies (Critter Collecting, Fishing, Treasure Hunting, and Mushroom Gardening) are implemented in the game, though some features are more finished than others.
Seasonal & Time Changes
The simulation parts of Village Monsters were the first things I worked on and are some of the most complete.
There are 128 days in a Village Monsters year split across four seasons. Each season brings about new tile sets, weather, decorations, dialogue, flavor, and much more.
The days themselves are split into four chunks (morning, afternoon, evening, and night) with many things also changing depending on the time of day.
Villagers & Dialogue
There are 30+ villagers to befriend and all of them are available at launch. Each one has their own unique personalities, relationships, likes & dislikes, and secrets to hide.
They also have a lot to say - there will be over 2,000 lines of dialogue at release! Dialogue is highly contextual and is designed to rarely repeat even on subsequent playthroughs.
Exploration
The village itself is quite large, but that's only the start of your little adventure.
Of course, the world in Village Monsters is in rough shape. You'll need to find a way to fix things before you can go too far.
There are currently 10 areas outside the village for you to explore. Each area has their own look and feel, things to discover, and lots of unique critters, fish, and treasure.
Music
Each season has four tracks (one for each time of day) and many areas have their own unique tracks as well. They're all very good, and I can say this because I didn't make any of it - Josh Woodward did!
Flavor
There are many ways to make a game world feel alive. I'm just one guy, so I can't rely on things like visual fidelity or complicated physics. Instead I've focused my efforts on injecting flavor into the world of Village Monsters.
For example, let's take something as simple as a rainstorm.
You can hear muted rain sounds while inside
You track mud when coming in from the outside
Puddles form on the ground
You can catch a cold if you stay out there too long
The fish bite a little bit faster in the rain
Certain flowers don't wake up without sun - and certain villagers don't even leave their house.
The game is full of these kind of details, and because I'm an absolute madman I'll be adding even more.
Less Finished
These are features that need more work and will benefit the most from Early Access.
Pacing & Balance
I mentioned above that the core game loop is mostly finished, but what I left out is that it still needs a great deal of balance.
How many Patchlings should be required to fix a bridge? Is the economy working right? Is this item too rare or not rare enough? What about this fish? How long should it take to tame a Pocket Horse?
These are questions that are very difficult to answer as a solo developer. Much of this balancing work will be accomplished through Early Access.
"Level" Design
Each area outside the village looks and feels pretty different, but they still need a great deal of work to be considered complete. Some areas may go through radical changes, and a few areas don't even exist yet.
The same can be said for villager homes. I want each house to have multiple rooms bursting full of personality, but I'm a ways off from accomplishing that.
Specific Hobby Features
Hobbies are some of the biggest activities you can do in the game. While all four of them exist in general terms, there's quite a bit that still needs work.
For example, you can grow mushrooms but you can't mutate or hybrid them yet. You can unlock fishing abilities, but there's only 3 abilities to start.
Player homes (and customization in general)
While you can purchase a home, it's missing many of the upgrades I've planned for the future. You'll also be able to customize much more than just your home in the future, but none of those features will be available at the start of Early Access.
User Interface
UI work is always difficult and annoying, though I'm hardly the first person to share that sentiment. I won't make any excuses for the UI, but I can promise to continuously work on improving it while in Early Access.
Graphics
The way I do art seems to be different than most others. I like to implement art early and then iterate over it constantly until I'm satisfied. These aren't quite placeholders, but they also aren't finished.
It works for me, but the end result is that the game still has a bunch of rough art assets that will be improved with time.
Story
There are plenty of story elements and lore to find (especially among villagers), but the "main story" and the ability to roll credits will have to wait until the final release.
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Hopefully this dev log will help you understand what is and isn't finished in Village Monsters for its upcoming Early Access release. If you ask me it's a very fun game already and will only get better, but I'm perhaps not the most objective reviewer.
After three years of hard work (and hundreds of energy drinks) I am so dang happy to announce the release date for Village Monsters:
NOVEMBER 12TH, 2019!
It was back in January 2017 when I decided I reboot my life and make a major career change into indie development. An impossible amount of things have happened since then ranging from a successful Kickstarter for Village Monsters to the birth of my son (aka my first playtester).
Now I'm getting ready to release my dream game into the world. It's an overplayed expression but yeah, life really does come at your fast.
Humans? Where we're going, we don't need humans
Early Access
When Village Monsters launches on November 12th it will do so in Early Access.
This decision wasn't made easily. Despite me crunching hard since May it became clear that Village Monsters would not be fully finished by the fall. At this point Early Access emerged as the best possible option for everybody:
I now have breathing room to finish the game without resorting to unsustainable crunch or cut features
The community can influence and shape the game before it's finished
It's much easier to test and iterate over new features and content
Supporters can start playing the game right away and I can begin supporting myself
More info on how Early Access will play out will be available as I get closer to launch. Thank you all so much for your love and support!
"New" Trailer!
In truth this trailer is actually from the summer (and it's been on the store page since then, too), but I never actually made an announcement. That was silly of me, let's rectify that mistake right now!
Thanks for reading! Hope you're as psyched for launch as I am!!
I really love the passage of time in video games. Day / Night cycles, seasonal changes, NPC schedules, and so on – I eat that stuff up.
There was a time in the late 90s and early 00s where it seems every game – regardless of genre – included the passage of time as a big bullet point. It was fantastic time to be alive!
I’ve no doubt already spoken at length about the time system in Village Monsters as I’ve been tweaking and perfecting it since the very start, but I’ve yet to put it all in one place in an easily digestible post.
Until now.
Structure
Let’s start with how time is structured!
The calendar of Village Monsters is kept purposefully familiar: there are four months in a year which correspond to each of the four seasons. Each month has its own distinct vibe and flavor that makes them dramatically different from each other.
A month has 4 weeks which in turn consist of 8 days. Here we deviate a bit from reality to include an ‘extra’ 8th day called Baldursday. This new day is sandwiched in between Saturday and Sunday and is meant for relaxing and catching up on projects. It’s often the day of the week that village holidays and festivals fall on.
A day in Village Monsters is split up into four main slices – Morning, Afternoon, Evening, and Night. While it’s far more granular behind the scenes, I purposefully kept it simple so it’s easier to keep track of things like villager schedules, critter spawning, and other time-sensitive tasks.
The exact length of the day is incredibly important and is something I’m constantly tweaking. It currently sits at 12-15 minutes. This’ll be constantly adjusted right up to release, but my goal is a length that isn’t too rushed.
Impacts
As in real life, a ticking clock and changing calendar means big aesthetic changes. The sun rises and sets which changes the lighting. The tiles change with the season, as do the look of vegetation and buildings and decorations. Even the music changes to fit the mood.
It’s not an exaggeration to say that every single piece of the game is dependent on the time and season. Here’s some of them:
Which types of of critters and fish you can catch change with the days and seasons
Villager routines and shop schedules depend not only the time of day but things like the weather, whether its their day off, and so on
Some tasks – like growing mushrooms, training critters, and building / upgrading your home – require time to pass
Each season has unique weather systems and frequencies
Visitors come and go throughout the year, and some may even show up during festivals
Speaking of festivals, each season has multiple events ranging from town-wide celebrations, feasts, villager birthdays, and so on!
Certain areas transform dramatically depending the time of day or season
Villager schedules have been a big priority these past couple weeks as it’s one of the last technical hurdles I have. It’s a humongous task and unfortunately I’m not yet ready to share what it looks like, but even the incomplete (and wonky) system has breathed so much life into the game.
The final system is going to be pretty rad.
Control
The biggest draw to time cycles is creating a strong sense of immersion. But this is still a video game – and in the case of Village Monsters, a video game that’s canonically coming apart at the seams. That means it’s ok to break some 4th dimensional rules every now and again.
There are a number of special items you can buy or craft that control how fast or slow time passes.
You may also find certain areas of the world that aren’t playing by the same rules of time; some areas may be locked into a certain season all year round. Others a certain weather pattern. This can be especially useful late game when you’re trying to find specific items or critters, fish, and mushrooms.
Finally, here’s a question I get a lot: is there a time limit as far as the story goes?
The answer is no! Story beats (and progression in general) are independent from the passage of time, so you won’t bump against any kind of restrictions. Take as long as you’d like.
There’s no way to actually prove this, but I’m pretty sure more people have played fishing mini-games than have actually gone fishing.
You can fish in Zelda, in Nier, in Red Dead Redemption 2, in Pokemon, in Deadly Premonition, in Torchlight, in Yakuza. You can hardly walk into a Gamestop without tripping over a pile of rods and tackle boxes.
And of course fishing is especially prominent in life sim games like Animal Crossing, Harvest Moon, and Stardew Valley. Village Monsters is no different – fishing was one of the first hobbies I added to the game.
There’s a lot to draw inspiration from, and if it seems the tone of this post is overly negative it isn’t because I don’t like fishing mini-games… it’s because of how intimidating they are! With so many different standards and expectations there are almost too many options, and this left me feeling paralyzed when designing the system for my game.
The good news is I’ve finally settled on a system, and I’m super excited to talk about it.
But first let’s talk about how bad of a designer I am.
Failed Prototypes
I prototype every feature – often before I even analyze or document it – and fishing was no different. In a lot of ways prototypes are ‘meant’ to fail (seeing what doesn’t work is more valuable sometimes than seeing what does), but my fishing prototypes took the word ‘failure’ to a whole new level.
My very first prototype was similar to what you find in Breath of Fire. You’d be presented with a side view of the body of water you’re fishing in and your goal was to guide your hook to a fish and reel it back to shore.
1st Prototype, 2017
It was… fine. It was certainly unique compared to my contemporaries, but the more I played with it the more I realized this wasn’t necessarily a good thing. It was equal parts clunky and boring, and I scrapped it shortly before the Kickstarter.
The prototypes that followed were all over the place. I experimented with “fish HP” and “rod HP”, I put in timed button challenges, I tried out things like line strength and fish stamina and generated all sorts of random numbers.
Another fishing prototype
I wanted to capture the full cycle of fishing – the relaxation of waiting, the excitement of hooking, the struggle of reeling in a big one – but nothing I tried was working. You might even say I was floundering… heh… heh… ugh.
Then one day inspiration struck. Perhaps it was Poseidon himself that whispered in my ear, or perhaps it was that 4th Monster energy I just drank. Whatever the case was, the outline of fishing should look like revealed itself before me anchored by three words…
Dash, Mash & Clash
Fishing in Village Monsters can be broken up into three distinct phases which I lovingly call Dash, Mash, and Clash.
After casting your line in a body of water the music dims and you can let your mind wander as the outside world fades into the periphery – that is, until a fish bites. That’s the Dash, referring to how you must quickly hook the fish before it gets away.
After hooking the fish it’s time to Mash, which is exactly what it sounds like. Your job is to reel in the fish as fast as possible. There’s no subtlety required, so mash that reel button as hard as you can. A little fishing meter tracks your progress.
Of course, most fish won’t be too pleased about the hook in their mouth and they’ll often try to fight back. This leads to our next stage, Clash, which finds you being challenged with a series of button prompts as the fish attempts to get away.
If you miss a prompt then you’ll start losing the progress you made reeling the fish in. Miss too many and the slippery fish will make their escape..
However! If you manage to get a “Perfect” during this stage then the fish’s defenses are shattered which makes it much easier to reel in. This gives the clash stage a high risk / high reward component and acts as a test of skill compared to the previous test of stamina.
These two stages cycle back and forth until the fish is caught or gets away. How often they cycle and for how long depends on the fish. Easier or smaller fish need less reeling in while legendary fish require several clashes before they submit.
And there you have it! Fishing is finalized in forthcoming folly, Fillage Fonsters.
What’s Next?
Finalizing any gameplay mechanic is sorta like writing the 1st draft of a story – it’s a great feeling of accomplishment, but there’s lot of editing and polish to do.
Now that I have all these levers and nobs to play with it’s time to give each fish a “personality” – heavy fish that are hard to reel in, fish with extremely quick ‘hook windows’, and so on.
There’s also an entire range of possibilities for upgrades: lures that attract fish faster or rods that make reeling in easier. Then I can start looping back into other parts of the game, like a potion that slows down the clash stage, or a mushroom that attracts rare fish when used as bait.
You’ll be able to play with the new fishing system yourself once the latest Village Monsters demo hits later this month.
This is a big month for ol' Village Monsters. A new and gigantic demo, rebanding including a better (actual) logo and new trailer. etc. etc.
But today? Today we're talking shrooms.
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About a year ago I revealed what was then a new in-game hobby – Gardening. As I worked on the design I realized that while I knew what I didn’t want – I didn’t want it to be like Harvest Moon, and I didn’t want it to be just a mini-game – I couldn’t nail down what I did want.
With no clear vision the work on Gardening unsurprisingly stalled. Later this year it fizzled out completely and I considered just cutting it altogether.
Then one day I happened to be working on the village currency. I figured that monsters would be unlikely to use gold – that has way too much human baggage, right? – so I went with silver. Seems appropriately monster-y.
It was then that it hit me. Monsters wouldn’t grow turnips or flowers as hobby. Ridiculous! They’d grow mushrooms!
In this week’s dev diary I’m going to talk about this newly overhauled hobby.
Super Shroom
So you want to a Mushroom Gardener.
Well first you’re going to need some spores. You could buy them, sure, but you can also forage mushrooms out in the wild and use them in your garden.
Spores must be planted in a designated mushroom plot, but apart from picking a soil type it’s pretty low maintenance. You won’t need to water them or pick any weeds.
Instead of focusing on the more mundane aspects of growing I wanted to free up your time to instead work on the fun stuff – things like cultivating hybrids, discovering bizarre mutations, and cooking up all sorts of interesting effects.
Effects
You’ve already seen many examples of effects in the form of potions, but I’ve since overhauled the system so that any item has the ability to create some kind of effect. Mushrooms are now the primary way to access these effects.
Having trouble catching a fast critter? Bait your traps with a Snowberry Shroom and you’ll chill (and slow) the critter that eats it. Use your mushrooms in Cooking to make a meal that restores energy, makes you move faster, and slows down time.
(How can a mushroom slow down time? Ask you parents.)
There’s a huge amount of effects to discover. Some are practical, others are just weird. Some break the game. They’ve been fun to program and test, so I really hope you can enjoy them!
Breeding Hybrids
I love the idea of making plant hybrids. It’s like playing mad scientist, only instead of frankenstein you can make a seedless watermelon that resists the cold.
In the world of Village Monsters mushrooms as highly malleable. This means that a talented mushroom gardener can create brand new species with just a bit of effort. All you need are two fully grown mushrooms in the same plot as an empty tile. Then you just let nature take it’s course…………. if you know what I mean.
Mushroom plots always come in sets. So long as there’s both fully grown mushrooms and free spots in the set then hybridization is possible
The most practical benefit of growing hybrids is that the resulting new offspring can contain the attributes and effects of its parents. For example, a Spicy Shroom is a fast grower and it can pass down this benefit to its offspring.
There’s also breeding for aesthetics, like rare colors or glows effects. You can grow some pretty funky mushrooms, but some will require generations of hybrids to unlock.
Best of all you can usually process hybrids for their spores allowing you to plant your new strain indefinitely.
Mutation
There’s one other thing that can happen to your growing gardening – mutations.
Mutations are similar to hybrids in that they create unique mushrooms, but mutations are more unique, more bizarre, and certainly more unpredictable. Mutations also don’t require a ‘parent’ mushroom and can occur to any mushroom that’s still growing.
You can influence mutations by the type of soil you use and some unique upgrades. Like hybrids you can usually grab the spores from your newly birthed creation to permanently add it to your garden journal.
I’m considering adding a touch of procedural generation to get some truly weird mushrooms that even I can’t predict, but that might have to wait for a future free update.
That’s enough mushrooms for now. You’ll be able to play with them yourself when the next demo releases later this month.
You’ll notice a definite trend in what I’ve been working on this week: villager interactions. This’ll remain a major priority for probably the next month and includes things like player-involved conversations, quests, schedules, villagers interacting with the world alongside you, and more.
Let’s dive in.
Decisions, decisions…
Until now conversations have been a one-sided affair, but that’s changing with the addition of player choice in dialogue.
Do your choices matter? Well, sorta. They serve as a way to flesh out the personality of both your character and the villager, so there’s no risk of picking the ‘wrong’ option. Still, some options may be more important than others, so be sure to pay attention.
Talk to Me
The system governing when and how often you can chat with villagers has been improved. Villagers now gain new things to say as the day goes on, and they’ll even indicate when they want to talk via an icon above their heads.
No icon? Then they have nothing new to say right now so you can keep on walkin’, but check in with them later on.
Oh, Hello
If you’ve played previous demos you’ve hopefully noticed that villagers will occasionally say hi to you as you walk by. I liked this feature, but in truth it was pretty clunky and pulled from a tiny pool of generic things to say – that’s no good.
It’s been replaced in both look and function. Now each villager has their own things to say as you walk by that reflect their personality or situation. I’m also considering hooking it into the friendship system so that your relationship slightly improves each time you say hello.
The Landswill
You can sell practically anything at Pishky’s, but he’s a respectable merchant cat and has his standards. So what to do with all your failed cooking experiments, fished up trash, and other detritus that he won’t buy?
You head on over to your local Landswill, of course! Nobody knows where exactly Zabbal the Trash Hog came from, but he provides an important service by eating anything you put in his pen – no questions asked.
It’s worth checking out even if you don’t have anything to dump; you never know what you might find. As they say: one hog’s trash is another man’s new teddy bear.
I've got big news to share! The next demo of Village Monsters - code name Summer Sherbet - is coming out on July 30th. And for the first time since last year this demo will be made available to everybody!
I've been working my butt off on this release since the end of spring, and it is by far the biggest and meatiest demo yet. I hope you look forward to visiting this little slice of village life at the end of July.
Onto the dev log!
Just Say the Word
It's one thing to write a bunch of words. It's quite another to actually implement them in the game.
The majority of the past two weeks has been spent adding dialogue to the game and making sure it looks and reads correctly. It's quite a bit of busy work, but it's also had benefits as it turns out some lines that seemed fine in my editor didn't have the same impact when spoken by the villager.
I've done as much editing as I have implementing, and I think that's a good thing.
Reading Rainbow
Speaking of words: bookcases can now be interacted with! Have fun browsing hundreds of titles.
Foraging
Foraging has been in the game for a long while now - in fact, it was one of the very first features I created - but it's always been a silly little placeholder system that wasn't very interesting. Until now.
Each season now brings its own thematically appropriate items to forage. Similarly, the items you can find in each part of the world are now different - you can find mushrooms in the forest, seashells on the beach, and vegetables at the farm.
Foraged items are also far less predictable in where and how often they grow, so you'll have to do some exploring if you want to make a hobby out of it.
Camera Woes
I really, really hate dealing with camera issues. You're probably thinking, "It's a 2D game - what camera?", but when it comes to pixel art you need to make sure you can scale your display without any kind of distortion or weird looking pixels.
This past week I ran into a doozy of a problem with scaling the UI, but there was a silver lining: the fix ended up solving a whole crop of other bugs. If you've experienced UI issues with past releases (such as the dialogue box disappearing, or the clock display getting cut off), then you'll be happy to know these are now fixed.
There's also a very real chance I introduced a host of other camera bugs. I think I must have broken a cursed camera when I was a kid.
Long Weekend
Unlike past demos, Summer Sherbet is not unlimited. You have just three days to get to know the village and its surroundings, so make 'em count!
There's at least one more dev log coming next week followed by a weighty patch list just prior to release. I'm so pumped for people to play this demo, so I'm going to stop writing these words immediately and get back to work.
Welcome to another (slightly late) weekly developer diary of Village Monsters!
Another productive week is under the belt and we’ve had so many of those in a row that our stomach is full to bursting. I let that analogy get away from me, so let’s cover our losses and proceed with the update!
New New You
If it feels like I’m making changes to the player sprite each week then that’s because I am.
After some feedback on my previous update I’ve made some changes to the head and eyes. I’m slowly inching toward a final sprite ‘template’ which’ll allow me to create even more variations (so you can pick your gender, skin color, hair, etc.)
Villager Journals
You like invading people’s privacy, right? Of course! We all do. That’s why I’m giving each villager a journal for you to secretly read when they’re not looking.
Some journals may be very well hidden, or in rooms that you won’t have access to right away. Be ever vigilant, you nosy parkers!
Movement Changes
I’ve made the following changes to movement. Overall the goal was to make things feel better – in this case “better” means easier and more precise.
Default movement is now faster
Sprint is now a toggle (will be an option in final version)
When using gamepad, tilting the stick partway will result in walking
Tilting all the way transitions to run automatically
You can walk via the keyboard by holding Control
Helpful Helper Icons
I spent a lot of time coming up with little icons for each interaction. Unfortunately for me, I later realized I hated them all and they weren’t very helpful.
They’ve been replaced by much more helpful button icons which tell you what you need to press. The helper text remains unchanged.
Welcome to another weekly developer diary of Village Monsters. It’s been a productive week over here at Village Monsters HQ. Maybe it’s because my area has escaped the heat that as seemingly conquered the rest of the world. Maybe it’s because my new developer pipeline is really starting to shine.
Maybe I just had a lot more Red Bull than usual. I don’t rightly know, but I’m sure I shouldn’t question it. Let’s take a peek!
The Old Man and the Sea
Ask any master fisherman what his greatest tool is and he won’t talk to you about lures, hooks, or rods. No. He’ll instead talk about that nearly indescribable fisher instinct, or fishtincts as they’re called by the masters.
These fishstincts are now finally represented in the game. A special icon is displayed and a distinct noise is played when it’s time to snag that tasty fish, and you’ll somehow intrinsically know whether your timing was too late, too early, or if the line broke.
History Books
The Historical Society has been renamed the Library, though it’s more than just a semantics change. You’ll have to see for yourself the next time you visit.
Skulliver!
Quick – what’s the village currency called? You don’t know, do you? Of course not! I barely do and I created the damn things.
Well it doesn’t matter now as they’ve been replaced by silver coins known as Skull Silvers, more commonly referred to as skulliver or even just skullies.
You can earn skulliver by pursuing hobbies, helping villagers or working part time, and they’re used to pay for everything from your mortgage to a hot drink in Overflow.
How to Win Friends and Influence Monsters
Making friends with your (monstrous) neighbors has long been an important feature of Village Monsters, and this week was the first time in awhile that I tweaked how it works.
You can now gain “Bonus Friendship” for actively maintaining your relationship with a villager by talking with them every day. Think of it like a combo streak: the more days in a row you talk to them the faster your friendships grows.
The catch is that this bonus resets if you break the streak. You’re allowed to miss a day or two – I get it, we’re all busy – but after that your streak is reset. You’ll never lose friendships, but don’t let that keep you from being a good friend, human!
Begone, Bugs!
Fixed an issue where a villager’s intro dialogue wasn’t triggering correctly
Time now pauses while the main menu (or your journal) are open
Fixed some goofy problems when sprites changed states