"Despite being only an hour long, Snow Cone Serenade makes every second count through meticulously crafted character interactions which, while brief, have notable growth and development that is profoundly impactful."
Makes my heart melt, thank you Arcweave! :)
Stay tuned for the full release, which will happen in March! I can't wait to share it with you, so stay tuned!
Every morning I wake up and read my tarot cards. Okay so usually I first have a coffee and get dressed and take my kid to daycare, but still, THEN (almost) every morning, I sit down and shuffle and see what I draw. I don't think it predicts anything exactly, but it's always interesting to see how my mind wants to interpret the symbol that comes up. Today was the 4 of Wands, a card of celebration and festivities, which is an easy one to read when everything's going well.
For example, we announced in December and here only two months later we can see we're at almost 10,000 wishlists! Thanks so much!
Jammin'
We took a break for the winter holidays and even did a winter solstice jam for fun -- check it out whether you're feeling chatty or beastly.
The Tarot Reveals Itself...
Since January 3 we've been working hard on building out our little prototype into a full vertical slice -- a game development term that means making a full chunk of the game fully shippable, so that we can iron out any problems and iterate on the core experience. Finishing the 'vertical slice' will take us some months to be honest, and we're in the thick of it now! We have working brewing and we can write dialogues and flip tarot cards but... tying it all together into a sensible, easy-to-use, robust experience is another challenge.
The creative director Thea started her concepts for our little custom tarot deck last week -- as you can see in the trailer, each card needs its own little 3d world inside, so we have to be careful in the design, to make them evocative but also not too busy and not take weeks to produce. Right now our Loose Leaf deck has Major Arcana (which includes the only familiar cross-overs from the usual tarot deck), and 3 suits: Leaves (a suit of physicality and life essence), Eyes (a suit of perception and intellect), and Teeth (a suit of conflict and struggle).
Tools of the Tea
Meanwhile, our programmer Charly (who you may have seen/heard in the Day of the Devs announcement video) just made an awesome custom tool so I can see how the different dialogues, orders, and guests fit together to form a single "night" in the game. We're not totally sure how many nights long the game will be (5? 10? 28?), but even if it's only a few, tools like these help us work faster and make fewer mistakes along the way.
We won't be taking any long vacations for the lunar New Year, but we'll be thinking about how best to use that Dragon energy to boldly fly forward in production and make the most beautiful game we can in the time we have. We'll also be chatting with fellow witchy tea enthusiasts on our Discord channel, so maybe we'll see you there!
This post will be updated with hotfixes, with the most recent at the top.
Hotfix 8
(02/09)
- Graphics: Fixed some cases where units were still not scaling to the correct size (for real this time, I think I fixed it) - Loading Screen: Fixed a display-only bug where fully loaded players didn't appear fully loaded - HUD: Fixed some cases where Attack Targeted By icons were not showing up properly
Hotfix 7
(02/08)
- UI: Fixed some UI issues with dual building; now it should show combined fighter Value & averaged Workers correctly
Hotfix 6
(02/08)
- UI: Fixed some relatively rare cases where Dual Build Duel wasn't letting players build in the dual lane
Hotfix 5
(02/07)
- UI: Fixed a bug where some unit hitboxes were larger than intended, resulting in some units being hard to click - Game Balance: King Regen: 0.006% max health + 0.006% missing health --> 0.0045% max health + 0.0045% missing health.
We're continuing to collect data and evaluate further changes. For now, nerfing regen to make damage stickier and encourage early game aggression.
Hotfix 4
(02/06)
- Graphics: Fixed a bug with Nekomata visually increasing in size after using Spirit Offering - HUD: Fixed a few cases where HUD icons were unexpectedly slightly changing border colors/hues
Hotfix 3
(02/05)
- Menus: Fixed a bug where purchasing a card with Card Fragments would get stuck while playing the animation - Menus: Fixed a bug with Robo Card being the wrong rarity in some screens - HUD: Optimized & reenabled HUD Targeted By icons feature - Classic: Fixed a bug with Superhero mode with Divine Blessing where Divine Blessing wasn’t being lost on death - Classic: Fixed a case where players who played a lot of 1v1 games during the preseason event had bugged Classic ratings (due to not getting their new player rating bonus)
Hotfix 2
(02/05)
- HUD: Temporarily disabled HUD Attack Target UI since it may be causing increased lag. We will monitor, possibly optimize, and reenable in a future patch. - Graphics: Added an extra cosmetic projectile for Gatling Gun & Vulcan Cannon to feel better
Hotfix 1
(02/05)
- UI: Fixed brightness of fighter icons when in battle phase to match the build phase (it was unintended to be different)
The Stoner 63A, designed by Eugene Stoner in the 1960s, is a modular firearm that can be set up as a rifle, carbine, light machine gun, or mounted weapon. It saw limited use in the Vietnam War but wasn't widely adopted due to its complexity and cost.
- Player can plant multiple mines without having to remove and old one, old one is removed by itself when too many mines are planted
[Server]
- Fixed certain voice lines still being played when player was sneaking - Fixed that when mp_teammates_are_enemies 1 and while mp_friendlyfire 0 is disabled prevents you from killing your teammates with the flaregun - Fixed wrong sounds playing when bleeding - Fixed chance of a map getting chosen that received no votes, when other maps had the same amount of votes
[Weapons]
Added complete Stoner 63A family to US team
- Stoner 63A Rifle for Assault - Stoner 63A Carbine for Assualt, Engineer - Stoner 63A Commando for Gunner - Stoner 63A LMG for Gunner - Stoner 63A Bren for Gunner
This update is a quick hotfix to address some issues that where present in our last update.
Changelog
Fixed a bug that caused enemies in some rooms to freeze and prevented them from moving or reacting to the player.
Fixed a bug that caused Black Lotus to fire shots at a weird angle.
Made some quality-of-life improvements to the shop: added a buy button instead of clicking the item itself. The bought item is now instantly placed into the player's inventory, and if there is no space, it is dropped to the floor. This fixes an error that caused items to disappear.
Items in the shop have now a proper tooltip that shows their stats
Fixed a bug where bought items would be in shop again after refresh
Hello, friends and survivors of this slow-motion adventure we are all in together.
I was hoping to release this update much sooner but I have been pretty busy with life and some of the issues took a while to fix, and some for dumb reasons... Nonetheless learning programming with someone else's code is challenging. But I have some help from my buddy David so things are moving forward. This is the return of the Linux and Mac builds using my new Linux machine, so I hope that these builds will run well since I do not have time to test these two SKUs.
I will make sure to go around the forums to look for issues I may have overlooked and do my best to get these fixed ASAP. You will find a list of most of the changes below. Also, I believe that the old version of Unity I use is creating Mac builds for a Mac OS that Steam will no longer support... So I will most likely have to resort to having Linux and Mac builds on my website directly... ;_; To be continued...
For the upcoming update, I am considering sharing a special save game that would load into an enclosed playground area with most of the gear unlocked and all kinds of enemies and physics objects to play with... Let me know what you guys think. Might be something fun to do while waiting for chapter 3!
I also asked the folks at Valve to set my project back to Early Access I am unsure of how it came out of EralyAccess, but it was an accident/mishap on my part.
Cheers, Mo
Patch 00.20.2024 details
fixes/changes list
global
- changed sound FX when collecting core fragments - changed the title screen song - added a new music track for the beginning of W1 - lowered default main volume - Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the weapon. - Replaced all videos with black placeholder video. To reduce the size of the game and get some speed - Made some quick adjustments to "support" wide 21:9 | 43:18 displays. - Set the game to display a resolution dialogue when launching. 1280*720 recommended. Unless you want to laugh, experiment or simply have no choice. I set Unity to only allow 1280 x 720 but apparently, it doesn't care about these build settings @_@.
HUD
- The core level is now displayed properly when acquiring an additional core level. It might not work in every language since Google Translate modified caps... Will fix it eventually). - Made the button display window bigger * Note that the cursor got smaller. Will be made 200% bigger in the next update.
Prologue
- removed some enemies inside the enemy's carrier ship that would spam the screen with bullets. * noticed that the ship's grab function was disabled during the prologue. Will look into enabling it back, while keeping the tutorial for it later in the game.
W1
- Made some LD modifications at the start of W1 ; better flow and a more logical item placement. Now rewarding clever players early on since the idea with rusty keys is that you must save them as much as possible for later in the game ;]
- Added a new ambiance with a new song from Tomoharu Yamashita (first composer, aka Miyamo). This new-but-old track matches the mood better and the previous track will start once the player has gotten the ship back.
- Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the first weapon.
- Fixed a bug where it was impossible to repair the ship.