Meowllo everyone! Itās the 60th devlog! That feels like some kind of milestone. The big six zero! This month, thereās a lot of little things that all add to the game in a big way. We combined a list of feedback from our producer, Ć la angry Steam reviewer, and triaged them based on how much impact it would make versus how much time it would take us to implement.
So letās get down to covering some of the things weāve done!
š¦ IN THE WILD
The world felt a little empty and quiet when you walked through it. Sure, half of that might be because I forgot to vertex paint the trees that are in the farm and town so there was no wind effect, but also because until you invite a couple of villagers, itās just lonely.
One of the things we did to try alleviate this crushing loneliness is by adding wildlife. Now, thereās bugs, birds, and other Snacko fantasy creatures that inhabit the world.
The birds(?) fly from one tree to another and fly away when you get too close. The beesā¦donāt sting you, so donāt worry.
Broās chilling.
š LORE OF THE WORLD
We also added more interactable spots, cutscenes, quests, and other bits like that with either stories, items, or letters that make the world feel more alive.
Our hope is now, thereās more to look at and learn about the world of Snacko outside of the main story cutscenes. In the past, we had a lot of lore locked behind befriending certain NPCs, but now thereās also bits of that lore spread across the world.
I donāt want to spoil anything, so you get the most uneventful text box as a preview.
š½ļø CINEMATIC TREES
Iāve always had a little cinematic introduction when you first set paw into the plains, but I uh, never did it for the rest of the biomes you can explore.
So I fixed that. It was a lot of fiddling timing. A couple frames here, a couple frames thereā¦before I knew it, itās been 30 minutes! Scary.
š¦ SMALL TWEAKS
The bulk of things were also focused on smaller things, like finishing up UI screens and elements that were unfinished, binding keys that most players would expect (like M for map, or J for Journal).
I also realized there were a few things that didnāt have tutorials. I tried to make them as out of the way as possible. For example, it was never explained to you what the box beside your house was. You just sort of had to eventually guess that it was the overflow storage - where everything goes once your bag fills up.
Now, the first time you interact with it, a tutorial popup tells you about it. I also added a shipping container beside your house, so you donāt have to walk all the way to the other side of the planet to sell your turnips.
The reason why the shipping box is by the path to the town to begin with was so poor Mikan can easily get there in a set amount of time reardless of your farmās set up. But it proved to be a pain. So now thereās just two of them.
Ehh, the rest of it was a combination of fixing VFX glitches, making so you could click to advance text with your mouse, and other small bits like that. When you hit the tree in the fall, it used to spawn green leaves instead of fall colored leaves. Things like that. Theyāre small, but I bet if we didnāt fix them somebody would notice;;
Weāve also tried making small tweaks like adding an option to disable the flashing in the gameās story intro, and making it more obvious when you canāt place an item by making it REDDER.
And thatās all for August! Iām proud of all the work weāve been able to finish this month. It definitely polished up the game a lot more.
Thank you for reading until the end! See you next month~
Our first update for the game is out! It features the fixes & changes below.
General Changes
Small style changes to the skybox materials.
Fixes & Changes to Level 2-1
Fixed moving platform in left wing area (moving & rotating platforms) going out of sync with other platforms after a long while. By doing so, a new bug was discovered and immediately squashed!
Fixed jittering while on the small platform attached to the big wooden wheel in level 2-1.
Additions, Fixes & Changes to Level 2-2
Changed the ground blocks at the start area to bush blocks so itāll absorb the impact of the ball thus making it easier to land on it.
Puzzle hints got redesigned and now, hopefully, is much less vague.
Added some more pickups.
Fixed pickups position too high above the wooden planks.
First respawn point has been relocated to the beginning of the floating planks array.
Added a new respawn point just before the golden key puzzle.
The long and boring rails to the end area got replaced with a new interesting area with more obstacles and another door to unlock.
Please Notice
Please report any bugs you encounter while playing! Feel free to open a discussion over here or hit me up on my Discord Server.
- Issue with super-jumps on pink trampolines and fans has been fixed, - Correction of the placement of some props, - Music no longer overlaps, - Adjustment of turbine blade, - Fixed several issues preventing the creation or joining of a session under certain conditions, - Fixed an issue preventing unlocking the training mode.
Addition:
- Some sound effects, - A new medium-difficulty shortcut, - A power indicator on the fans, - New music track, - Decorative birds.
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Today, September 3rd 2023, The way the legacy branch works has changed.
First of all, the legacy branch is now the default branch. instead, the new map was moved to the experimental branch which is now public for anyone to try. Savefiles should be compatible back and forth but you should still backup your savefiles before trying the experimental branch. To achieve this, both the legacy and experimental builds of the game were updated.
IMPROVEMENTS (Legacy): - Added two new monsters that are only catchable in the experimental branch. - Added default values for unknown monsters so that future updates do not corrupt your savefile.
IMPROVEMENTS (Experimental): - Added two new monsters. - Added default values for unknown monsters for future proofing. - Added a boss to Rocky Road. - Multiple different monsters will spawn in the same areas with different rarities. - Some monsters will only spawn after a boss was defeated to not crowd boss areas. - Removed prompts in the item menu that made it seem like you could move your team and open their summary when you couldn't. - CONTROLS : Right-click now properly captures the mouse. - GRAPHICS : Added a breathing animation on the player character. - GRAPHICS : All entities should look better regardless of camera angle. - GRAPHICS : All entities were too dark 75% of the time so I changed the lighting system. BUG FIX (Experimental): - Fixed a bug where going in a straight line would cause the character and/or follower to look side to side sometimes. - Fixed a bug that would cause you to get softlocked when opening your team or item tab while your team was too full (Caused by the team limit being reduced between versions).
Thank you for your patience as I continue to work on Rocky Road.