Today’s dev diary will be dedicated to the emotions and the visual aspect that we've been diligently crafting.
Primary Emotions
Friendship, reunion, the significance of understanding others' feelings, tenderness, care, and collaboration.
We have a strong desire for everything to become peaceful. To unite people with joy, love, and coziness.
One of the main feelings in our game is unity, and reunification.
The world of Dragon Shelter, where our hero resides, has been left fractured after a great cataclysm that tore apart the world of humans, creatures, and dragons.
Emotions of a main character
Perhaps, some of you have had a garden, where you would work with your grandmother or parents. It's a sunny morning in summer, with sunlight filtering through the trees, butterflies fluttering about, and a sense of peace in your heart.
So here's our hero—a young man who wants to fix everything, set things right, roll up his sleeves, and help everyone. We want the player to feel like a unifier of the world and a friendship-builder.
The most important thing for our hero is to be a generous and caring friend, someone who believes that through teamwork, communication, and assistance, we can overcome old grievances and learn to be friends. He does all of this because of his strong empathy, so as not to feel the pain of other beings around him.
He feels a sense of responsibility and surprise when he discovers a dragon egg about to hatch. He realizes his crucial role and feels responsible for the well-being of the dragons.
The player's first task is to feed the dragon. Our hero spots some old tools—a scythe, a shovel, and an axe—that will help him with this task.
He needs to chop wood, prepare soup, and give the dragon his food.
All animations and some graphics are still prototypes to get closer to the desired style, so please don't be too strict (for now)).
Emotions of the Dragons
Dragons are creatures that are incapable of lying, or being hypocritical, and possess an extremely subtle sense of the world and the surrounding mood and emotions.
In their hearts, they are playful and mischievous. Due to their nature, they can be slightly aggressive.
Because of the global conflict, they have changed significantly, but we will tell you more about it in the future.
The dragons are highly empathetic and curious about the world around them and other creatures.
They aspire to help and support others, to study and understand their feelings, as well as to show compassion and aid in healing.
Dragons, in terms of their emotions, are in a stage akin to young adults. They are intelligent, full of enthusiasm and joy. Each dragon expresses their feelings and emotions uniquely, depending on their individuality and character.
And this is a part of the development idea for the dusty dragon and the woody one. :)
Teaching the Dragons
One of the core mechanics in the game will revolve around teaching the dragons. As mentioned earlier, dragons have a strong interest in the world around them, and in the previous post, we showed that they can adorn themselves with various items, get into places they shouldn't, and basically do what dragons like - being dragons.
Therefore, the hero must help the dragon understand what's good and what's not so good. While dragons may have their own willfulness, for the sake of the common good, learning is essential (not all dragons can get along with each other).
In the upcoming posts, we will showcase some mechanics and share insights into the feelings of other creatures in our cozy yet complex world. Stay tuned!
Dragon Shelter is an adorable farm-life game where you play as a young boy on a quest to rekindle the friendship between people and dragons. Restore an old farm, nurture your dragon pals, and explore a whimsical world filled with charm and wonder.
Stay connected with us and be part of our community on social media!
Hello there, it's been 4 months!!! why I waited this long to send out an update??? the mystery is unknown, unsolved and oh hey, look its some patch notes vvv
(before we get to the patch notes) I wanted to mention, by unanimous vote and my general boredom. I will be spamming updates much more frequently. that is all, read those notes now.
the-patch-notes:
fixed alot of minimap tile colors.
fixed old world data messing up button's text causing an error.
added multi-language translation support to all window titles.
added a `/place block_id` command, places a block at the mouse position.
added a preferred_layer for blocks themselves. (for the /place block_id command)
now certain tiles can influence the player's walking speed when touching them.
added more user-friendly multi-line support to .lang files.
fixed ui popups to process correctly and not visually update every frame.
optimized alot of world-related fps problems.
player buffs/debuffs now have proper tooltip / multi-line support.
fixed tooltips closing when some text is changed while viewing. (buff timer ui tooltips)
added object to manage machine processing for tiles. - optimized machines to only calculate new changes. - detects changes done to the machine's inventory. - recalculates recipes and starts timers appropriately.
fixed crack animation on tiles being rendered in the air.
changed the egg plant fully grown sprite to be more visible against most backgrounds.
fixed inventory slot types to load from JSON data.
fixed achievements loading too early before steam could load.
fixed achievements crashing the game cause they loaded wrong.
fixed my pc, cause it blew up basically.
added the lush jungle biome.
added a few tiles for the vine biome.
made world generation like a billion times faster. (maybe even 2 billion)
fixed autotiling speeds.
broke world generator.
broke world spawnpoint.
broke world size.
world generator has been overhauled.
added 4 more biomes.
bug: worlds don't save tiles when generating a new world at the moment.
fixed some bugs with buttons.
added a scrollbar that does nothing on the titlescreen. (good addition)
fixed the titlescreen logo.
fixed a bunch of visual optimizations on the titlescreen.
added a few plants / ore specific biome tiles to the world generator.
added texturepack support. (almost)
fixed up the lighting to look more cool.
added a texturepack selector menu. (almost)
more fixes to the texturepack support menu.
added texturepack support: the game will provide you with tools to copy the default textures to a folder, creating a new texturepack for you to start modifying.
an `open texturepack folder` button was added.
you can reorder the texturepacks to have certain packs take priority. (top to bottom)
you can change texturepacks while playing / on the titlescreen.
you can add a "." at the start of a folder to ignore it "texturepacks/.texturepack folder to ignore/"
fixed autotiles not loading.
fixed tiles not redrawing properly.
new world generator now saves correctly.
added liquid lakes / rivers to biomes.
fixed some world generator loading messages.
rewrote the breaking of tile layers + priority.
fixed a floating point precision tile crack amount bug.
added decoration and carpet layers to the world.
fixed pixel offset for certain autotile scenerio, countertops now have correct offset.
fixed mouse selection for certain sprite offseted tiles.
fixed bug where you couldn't right click activate items / place blocks sometimes.
fixed a visual bug where the player's character renderer did not unequip certain items.
now you cannot place tiles on living creatures, including the player.
added decoration layer tiles. (placed ontop of shorter walls like counters / tables)
reworked tile placing. (now its easier for me to work with)
you can now use a shovel for every tile below walls.
carpets and decoration layers now have existance paint metadata
etc interactions etc etc
finished up the new textbox.
added in some biome-specific plants and soil types.
happy build number 10,000!!!
world save backups are now multithreaded.
entity script is more organized now.
item drops now have animation.
item drops can also emit light.
added multithreading to a few places inside world generator.
added alot of placeholder npcs.
fixed a few multithreading crashes.
added a staircase tile.
added a bunch of items and tiles.
added immobile state to npcs.
added ability to be able hit, but not deal damage to npcs.
fixed multi-threading issues with minimap.
fixed all godot z_index related errors with tiles and entities.
added some Gardener dialogue, plus first few interactions.
made entities capable of falling / jumping.
added experience bar.
added new import spritesheet animation: vertically.
added level up animation.
changed the color of tile collisions, to help differentiate entity and static collisions. (debug)
added cursor sprites for locking / unlocking inventory slots.
merged tile watering timers over to a new faster design. (machine_processing)
machine processing data is now saved to the world.
added an armor_stand, or is it a mannequin?
added more specific class specification for entities. (dev stuff)
fixed the item trashing animation.
added the data management to wiring.
added picture frame png loading and tile rendering.
added fireworks for firework day.
added wire rendering, placement and removal.
added wire droopy rendering.
added a bounce animation to the wires.
wires now can be hidden. by default you need to hold a wrench to see them. (item:id_wrench)
added sprite rendering to the wires.
added control_center tile.
added Peerma Code, a custom programming language to access wire information, and write programs to enable / disable tiles. comes with compilation and error checking.
custom programming language almost have support for "variable = other_variable + 9 + ..." operations
custom programming language: still working on token grouping, to get it just right now have string support " " ' ' now have parenthesis grouping now have [] < square bracket grouping (for arrays and indexing) group functions functions are called `task` using : for line ending like python no indention syntax so need a function end keyword aswell (probably) (like lua for now)
fixed a few things with the textbox can now scroll to line with mouse enter / up / down etc, also scroll the lines if applicable have a setting to `show_line_numbers` on the left side
if your world gets corrupted: the load recent button will now say "recent world corrupted, load backup?" it will choose the latest autosave to copy.
trying to figure out order of operation for peermacode
finally, have some super basic code working in the control center tile
peermacode language - added simple operations: if variable over number [
if variable under number [
variable = number
variable = variable
variable += number
print variable # prints to chat at the moment.
fixed compress_var() for real (herobrine also removed).
now we are sending all layers of the world to the client on join. layers that work: all layers.
layers that don't work: all paint and metadata layers.
player puppet animations added: [aim, walk_aim].
world sends over perfectly.
created server-side events to trigger events in the client or the server.
optimized sending the world by 15%!!! omg!!
some more packets added.
fixed simulate_packet server-side.
finally fixed send_to_other_players() function now everyone is synced up properly
added breaking and placing blocks through the server.
added breaking tile animation for the server. (yes you can break blocks together for twice the speed)
synced 99% of all inventory packets.
completely re-writing all of the ui in the game real quick tehe :P. (I'm still working on this today..)
created ui_button.
created ui_panel.
created ui_linking.
created ui_text_node.
added bbcode rendering to the ui_text_node. (bold / italics / underline)
added image rendering to text_node.
added word wrapping.
starting to add proper word-segmentation to certain languages. currently: japanese and chinese
added clickable hyperlinks. added optional aliases to hyperlinks.
added bbcode text color.
refactored alot of functions, to use the syntax I use.
added offscreen tracking arrows to minimap markers.
fixed wooden stairs to teleport player to the right position.
made room_warps teleport player back to previously used warp.
fixed keybind for re-centering minimap camera on player.
added some translations to the minimap ui.
made minimap markers selectively trackable.
when zoomed in too much, minimap markers will vanish, to allow players to see the pixels very close, uninterrupted.
some mouse priority and event order with npcs fixed.
added npc tugging / following the player. (with pathfinding)
added grass spreading (and other general tile spreading functions).
added conveyor belts. they move entities and the player. they don't move items yet. (coding that differently) they share the same autotile type as rails currently and will rotate themselves to match the neighboring conveyor belt.
added a tile rotate sprite and function r / shift+r to rotate.
conveyor belts now transport items to: neighbor conveyor belts neighbor containers or the floor
currently all saving / loading of any world is broken (which is good) (currently re-writing)
spriteloading has multi-threading support now.
added theme support to the sprite loader.
fixed a handful of sprite helper functions that most of the game relies on
fixed most animation related sprite problems
added `/cinematic_mode` command, to hide the ui via chat.
re-wrote world saving and loading. (world generator still WIP so cannot create new worlds at the moment)
added new setting "game_minimize_on_close".
been working alot on the multi-threaded world generator. not merged into the game project quite yet but we now have re-ordering for generation steps
steps: clear_world generate_simple_biome (places dirt walls and floors, with an outline on the walls) create_structures create_map_image (for debug, would show spoilers for the players)
fixed most of the fatal crash issues, a little hard to figure out what causes them
I also added a structure_helper class which allows you to start the creation of a structure and place it in the world
it has a few features inside a JSON file allowing me to change what tiles it prefers its walls and floors out of random size min and maxes the ability for the room, to spawn another room (only works for the first structure you initially called, so no recursive looping by default)
placing adjacent rooms room overlap collision detection and re-attempts to generate the rooms when failing to generate rooms due to overlap, we try again once more, and delete the rooms in a backwards order to hopefully have more than one room in the end obviously you can just make sure its impossible to have an overlap based on sizes but I wanted this option too
I also have a random chance value, for one of the adjacent rooms to spawn (configurable)
added command line argument `-disable_mods` for future mod crash loop prevention
added <username> tag to autocomplete commands
added a dedicated thread for light calculations
making a music maker in-game (basically a midi controller + DAW sorta thing) added a few things to it made certain things more independent
put force_update variable in the base class Node2Dv2
fixed the threaded_sprite_loader temp loading bar to be visible during loading of the sprites
mostly just re-adjusting code style
figured out a safe way to log messages with multi-threading.
made logger globally accessible.
I also organized all of the sprites in the game to be loaded more externally which made the project load faster (on the dev end), but broke more exe export testing. will have to fix that before I send out this update. (probably) (done)
here are some more random images I could scrape up:
new ui right click context menu thingy
new ui button with ui text and emojification + bbcode support (italics / bold / underline)
Yeah so, some things I've entirely forgotten at this point are now in the game The basic functions of the game are actually now completely broken, due to the world generator rewrite + world saving / loading being changed recently. I approximate that will all be fine once the world generator is in a merge-able state again. anyways, we will see what's next maybe I figure out the world gen, or just merge it now. regardless there will be more daily updates from Undergrown in the near future.
Killmonday Games started with the idea of achieving creative freedom in the form of video games. Interactive experiences that would explore life in-itself, and with it play and the whole range of feelings. As you know, we have released two games, Fran Bow and Little Misfortune, giving us economic freedom. After the release of Little Misfortune, we wanted to expand the company, from being two people, Isak and I, to a larger team, so we could release something more complex. The journey into expanding the company was incredibly scary and difficult, as none of us had previous experience being company owners and for that matter, bosses. We just wanted to create!
Details from the project "Benjamin Game"
To make possible the goal of expanding the company to later create more complex games, Isak and I got to take the role of “boss” and start guiding others to understand our vision. But things were not as expected. There were a lot of Human Resources matters to attend. With more people we needed better communication skills. We needed to understand how to delegate and how to navigate the everyday with feedback, guidance and creativity.
I saw the need to study, to gain insights on how things could be done. I read several books about company building, management systems and how to be a better leader. I attended a few courses in leadership both digitally and on sight. All of this, while also keeping an eye on the team as individuals, guiding the game projects we were creating and managing the Killmonday Shop.
Details from the project "Fran Bow 2"
My body was becoming a sad, angry, resentful husk, as I got less and less help from my partner, as the system to drive the company became more complex.
Isak was withdrawing from the responsibility as the stress was eating him alive. And indeed, I have no idea how I kept carrying this goal forward for so long myself. I was tired and saw no meaning in a lot of things I was doing, but it was for the “greater good”. The bigger game! While I was getting sicker and sicker. And this is due to my incapability to ask for help, open up and show myself vulnerable. I wasn’t able to ask for the right support and I was being a people pleaser with my employees. *Side note: This made them respect me less and less.
We did achieve a lot of things during this period, though, but my energy wasn’t keeping up and it wasn’t sustainable. And many of the projects weren’t completed either.
Details from Fran Bow Chapter 6
I was focused on achieving, to feel more secure about myself, my worth. To feel more loved or accepted. And it shames me to realize this now. It is a valuable experience for future endeavors. I’m already worthy and my skills mirror the experiences at this moment in time. I can’t be more nor less. And my creativity moves with me.
It took a few trials of canceled games, before we could finally realize; we can’t keep doing this. It’s making us miserable. It’s eating the creative soul of our beings.
We haven’t been able to release or stick to one project for 4 years now. We have been sharing with our fans news about the Benjamin game, about a Fran Bow DLC and Fran Bow 2. We did work on all of these projects, believing this was what we could do together, but we always came to a point where things didn’t go where they needed to. The latest project we got to cancel was coming along good. Until we realized if we do this we’re gonna go broke.
This year ends with us needing to let people go. To take a step back and heal the physical and emotional wounds of burnup and resentment. This year ends the story of expansion, as a traditional company, with employees. We do need the help of others, but we will take the approach that has worked for us before; freelancers. Yeah!
Collaboration with freelancers for Fran Bow Chapter 6 minigames
We have decided with Isak to let go of the idea of traditional company building. And refocus on the meaningful stories that we envision and we are eager to redefine and re-discover our creative nature.
We are getting there, little by little, and as time is a layered reality, we know we will make it. But we don’t know how or when yet. I know there is a little lady and a tall skeleton in a tophat taking good care of us.
This year we were able to release Fran Bow on consoles and that was a great achievement. We also got the opportunity to work with Makeship and release really cute plushies of our beloved characters. This year was about realizing who one really is and accepting it and loving it, is the biggest achievement yet, personally at least.
Now we are 3 beings working at Killmonday, Isak, Linda and I… We have become the triangle at last.
Thank you for being part of our journey and taking your time to read. Please reach out if you have any questions!
Happy times, many hugs and love, yours truly, Nati
- Normal and Rare Keys can be purchased or obtained as a reward by completing Unique Missions - Rare Key can only be used if you have a Rare Box available - Rare Box can be obtained by using Normal Box Keys or completing Unique Missions - Unique Missions resets every day (00:00 Server Time) - If you open a certain box, you'll earn Mileage points. (Normal Box: 1 Mileage / Rare Box: 2 Mileage) - Earned Mileage can be exchanged for your desired item at the Exchange Shop
Killmonday Games started with the idea of achieving creative freedom in the form of video games. Interactive experiences that would explore life in-itself, and with it play and the whole range of feelings. As you know, we have released two games, Fran Bow and Little Misfortune, giving us economic freedom. After the release of Little Misfortune, we wanted to expand the company, from being two people, Isak and I, to a larger team, so we could release something more complex. The journey into expanding the company was incredibly scary and difficult, as none of us had previous experience being company owners and for that matter, bosses. We just wanted to create!
Details from the project "Benjamin Game"
To make possible the goal of expanding the company to later create more complex games, Isak and I got to take the role of “boss” and start guiding others to understand our vision. But things were not as expected. There were a lot of Human Resources matters to attend. With more people we needed better communication skills. We needed to understand how to delegate and how to navigate the everyday with feedback, guidance and creativity.
I saw the need to study, to gain insights on how things could be done. I read several books about company building, management systems and how to be a better leader. I attended a few courses in leadership both digitally and on sight. All of this, while also keeping an eye on the team as individuals, guiding the game projects we were creating and managing the Killmonday Shop.
Details from the project "Fran Bow 2"
My body was becoming a sad, angry, resentful husk, as I got less and less help from my partner, as the system to drive the company became more complex.
Isak was withdrawing from the responsibility as the stress was eating him alive. And indeed, I have no idea how I kept carrying this goal forward for so long myself. I was tired and saw no meaning in a lot of things I was doing, but it was for the “greater good”. The bigger game! While I was getting sicker and sicker. And this is due to my incapability to ask for help, open up and show myself vulnerable. I wasn’t able to ask for the right support and I was being a people pleaser with my employees. *Side note: This made them respect me less and less.
We did achieve a lot of things during this period, though, but my energy wasn’t keeping up and it wasn’t sustainable. And many of the projects weren’t completed either.
Details from Fran Bow Chapter 6
I was focused on achieving, to feel more secure about myself, my worth. To feel more loved or accepted. And it shames me to realize this now. It is a valuable experience for future endeavors. I’m already worthy and my skills mirror the experiences at this moment in time. I can’t be more nor less. And my creativity moves with me.
It took a few trials of canceled games, before we could finally realize; we can’t keep doing this. It’s making us miserable. It’s eating the creative soul of our beings.
We haven’t been able to release or stick to one project for 4 years now. We have been sharing with our fans news about the Benjamin game, about a Fran Bow DLC and Fran Bow 2. We did work on all of these projects, believing this was what we could do together, but we always came to a point where things didn’t go where they needed to. The latest project we got to cancel was coming along good. Until we realized if we do this we’re gonna go broke.
This year ends with us needing to let people go. To take a step back and heal the physical and emotional wounds of burnup and resentment. This year ends the story of expansion, as a traditional company, with employees. We do need the help of others, but we will take the approach that has worked for us before; freelancers. Yeah!
Collaboration with freelancers for Fran Bow Chapter 6 minigames
We have decided with Isak to let go of the idea of traditional company building. And refocus on the meaningful stories that we envision and we are eager to redefine and re-discover our creative nature.
We are getting there, little by little, and as time is a layered reality, we know we will make it. But we don’t know how or when yet. I know there is a little lady and a tall skeleton in a tophat taking good care of us.
This year we were able to release Fran Bow on consoles and that was a great achievement. We also got the opportunity to work with Makeship and release really cute plushies of our beloved characters. This year was about realizing who one really is and accepting it and loving it, is the biggest achievement yet, personally at least.
Now we are 3 beings working at Killmonday, Isak, Linda and I… We have become the triangle at last.
Thank you for being part of our journey and taking your time to read. Please reach out if you have any questions!
Happy times, many hugs and love, yours truly, Nati
Dive back into Bingo Beavers with the Winter Sale! All DLCs are now up to 50% off until January 4. Enhance your beaver mansions, enjoy new Bingo challenges, and unlock unique rooms. Check out the deals and continue your delightful adventure in the world of Bingo Beavers!
We are the creators of BunaGames, delighted to share our efforts with everyone on the Steam platform.
The game is still under continuous improvement, and we will keep releasing updates to bring more content and improvements. In the coming months, we plan to release a demo version and share some behind-the-scenes glimpses of the production process. Feel free to provide feedback; we look forward to hearing your thoughts.
The sounds of ATGMs and unguided rockets flying past the player have been adjusted so that they sound less like jet aircraft flying over, and also sound more distinctive.
Squares A1-A2 and partially B1-B2 have been excluded from the available play area on the [Domination #1]Mozdok mission to avoid spawn trap kills on the northern spawn point.
The available play area in all missions on the Sinai location have been shifted to the left to exclude the hills, which allowed for control of most of the location and spawn points.
All AB missions on the Sinai location now have spawn points located similar to RB/SB missions.
J-9 — artifacts have been removed from the cockpit view.
SMS Sachsen — camo mapping has been fixed.
Target re-acquisition after short homing break down has been improved for SARH missiles.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Fixed a handle bug where spells could be copied Fixed an issue where spells after the magic guide book could not be cast in nests Fixed an issue where the mana draw body position would be shifted with the damage increase