The main menu should now work correctly in any screen resolution. We are working on fixing the other pieces of UI to work nicely in 21:9 and other ultra-wide aspect ratios.
Enjoy!
Fixed bugs:
Main menu is difficult to use with aspect ratios wider than 16:9
Removed more unwanted outlines
Known bugs:
Game may get stuck on loading screen
Restarting in the slaughterhouse may sometimes not give the player the speed mutagen, but the revolver with 6 bullets instead
Physics can force the player out of the world
Framerate can really suck in general
Controllers can not operate the pause menu, only show or hide it
Inventory screen doesn't work
Objectives screen is nonsense
Random opening door sound when starting the level
Enemies turn around too slowly
End section buzzsaws do not always kill the player
More animation jank than you can shake a stick at
Weapon swap will not change to correct pose for gun arms
Added in-game feedback form. You can use this to submit bugs and feedback from the pause menu, and supply save data & logs. Form localisation will come in a future update.
Fixed bug where Chop's asks for RENT twice.
Fixed day summary not listing correct rent due day.
Fixed dialogue audio continue to play when game is paused.
Fixed Droose giving Speakeasy key multiple times.
Fixed bug with inventory items becoming invisible when you scroll the shop.
The Cauldron Kids: The Summoning of Mr. Vermicelli - mibyle
Hi there, hope you're doing well!
Today we'd like to share with you some dev insights! I interviewed our lead programmer, Mauricio, who's very excited to share his experience with you today ✨ Let's go!!
Q: Can you sum up what’s your role/what you do concretely in the development of The Cauldron Kids? M: So my role in The Cauldron Kids was originally as the game's solo programmer, but as time went on and our team grew I turned into the game's Lead Programmer, where I focused a lot more on the game's central systems and also organizing the programming team's sprints, tasks and communicating with the team.
Q: How would you describe your process? It looks pretty organized from the outside! M: When it comes to coding a system or a feature, I first focus on understanding what it entails by establishing its goal, create a broad solution to reach it, break the solution down into little subtasks that I can analyze individually, and finally start linking these subtasks together to create an integrate system. I think of it as a diamond shape- the top is the goal, the middle is where we break down tasks, and the bottom is where we connect every task one by one to work together toward that goal. Keeping a notebook was crucial for this, as I am a very visual thinker!
Q: About the screenshot of your dev notes that you shared, what stage of development is it from? What was your process at this time of developing The Cauldron Kids? Did it change a lot since then? M: I believe that's from the early stages, you can see I was talking about systems! The first half of the code production went into building this framework, with a focus on preserving and enhancing the artistic and narrative intent. It was a very complex task and I was worried it was going to take very long, but I knew we had entered a new phase when luzoko (our gameplay programmer) and I started working in parallel, where we struck a good rhythm, iterated a lot and were able to really get our vision across. It was a big change- from having weeks of non-visual system work to suddenly having days where you would make a ton of cutscenes, minigame tweaks and fun dialogue sequences. The latter half was a lot more fun!
What did you enjoy working on the most on The Cauldron Kids? M: I LOOOVED working on the cutscenes, as I love games like Paper Mario that have a lot of physical comedy in dialogue. I was allowed to integrate a lot of my ideas to the cutscenes and dialogue, which made me so happy. Also, the first race! It was the only minigame I worked on extensively, and it was so fun to get the apple rolling, build our race system, write some ideas and then seeing people try to beat the dev's record. So fun!
Q: A favorite character? 👀 M: Cassie! I'm sorry Layla- but Cassie is the first character we tested, and I have an intense attachment to her due to her love of pasta and chaotic nature. However, I have a very soft spot for Layla since luzoko built most of Layla's route cutscenes & dialogue, so I was able to actually playtest and see her route as if I was a player and I laughed so hard.
Hope you enjoyed hearing about Mauricio's insights! Take care everyone <3
English ############Content############### [Loot]Aten Slavedrivers may now drop Identity Wipe Collars. [Loot]Katan Outlaws may now drop Identity Wipe Collars. [Loot]Crazed Foremen may now drop Identity Wipe Collars. [Enemy]You can now spare or enslave Bandit Berserkers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They may follow various blood god faiths. Your relationship with Katan outlaws will be damaged if you enslave them.) [Enemy]You can now spare or enslave Crazed Workers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have some levels of blunt weapon proficiency. Low sanity.) [Enemy]You can now spare or enslave Senior Crazed Workers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have slightly better attributions than Crazed Workers. Low sanity.) [Enemy]You can now spare or enslave Crazed Foremen after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have slightly better attributions than Senior Crazed Workers. Low sanity.) [Enemy]You can now spare or enslave Crazed Survivors after defeating them instead of killing them, they will be knocked unconscious after a battle. (Low sanity.) [Enemy]All those enemies that got knocked unconscious will regain their consciousness after a while and remain hostile towards you. [Wiki]Everything mentioned above has been updated to the game's wiki with additional details. [UI]A character's face image's hue shall now match with their combat image's hue in the group menu. ###########Debug################## Fixed an issue that the hue of the face images of senior crazed workers does not match the hue of their combat images. 简体中文 ##########Content################# 【掉落物】阿腾奴隶监工现在可能掉落身份清除项圈。 【掉落物】卡坦法外狂徒现在可能掉落身份清除项圈。 【掉落物】发狂的工头现在可能掉落身份清除项圈。 【敌人】你现在可以在击败强盗狂战士后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们可能有不同的血神信仰。奴役他们会导致卡坦法外狂徒们和你的关系降低。) 【敌人】你现在可以在击败发狂的工人后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们具有一定等级的钝器武器熟练度。San值较低。) 【敌人】你现在可以在击败高级发狂的工人后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们比普通的发狂的工人属性略高。San值较低。) 【敌人】你现在可以在击败发狂的工头后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们比高级发狂的工人属性略高。San值较低。) 【敌人】你现在可以在击败发狂的幸存者后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(San值较低。) 【敌人】战斗后陷入昏迷的上述敌人,会在一段时间后恢复并继续保持对你敌对的态度。 【维基】上述所有内容均已更新到游戏的维基,并且有额外的细节。 【UI】在队伍界面中一个角色的脸图色调现在会符合这个角色的战斗图色调。 ###########Debug################## 修复了高级发狂的工人的脸图色调不符合他们的战斗图色调的Bug。
Now that it’s starting to get warm enough to venture outside, I thought this would be a good time to take tentative steps out of my solo development cave and give a little update on what I’ve been working on, which recently, has been tons and tons of drawing.
If you happened to catch me at GDC & Day of the Devs then maybe you got a sneak peek at some of the new things I’m working on! Thank you everyone who took the time to say hello!
I can’t wait to share more news soon but until then… I thought it would be fun to dig up some old pictures and show you how the drawings have evolved.
Behind the Scenes: Home Sweet Home!
Here is the original house artwork that I drew in June 2022, when Gourdlets didn’t have a name yet and was just a hobby that I would spend a few hours on each weekend.
And then here it was in November 2022, a week before I put up the Steam page and Gourdlets became slightly more real. I realized that not all pixel art needs a thick dark border! With enough visual trickery in the game, this makes things look slightly more 3D. It’s a big compliment when someone is surprised to hear that all of the art in the game is just flat PNG images.
And then here is what I came up with this past February, at which point I had been seriously working on Gourdlets for a full year, and was fully in the grips of insanity- dreaming in lines of code, losing all objectivity, and spending 2 hours moving around the pixels on an individual roof shingle in a way that no one but me could possibly notice. But in a fun way!
I’ve also been hard at work on programmatically generating many colors of each object- this is really fun because I just have to draw the 1 base item, and then can spend the next 15 hours a normal amount of time coming up with a color palette, and then my code spits out all the recolored artwork. I’m also working on updating the UI like crazy to make it look more organized, here’s a sneak peek at what I have so far:
Plus a sneak peek at some of the other buildings! There are just a few houses in the current Steam demo, but now I have 8 base houses x 8 colors = 64 unique house buildings. Math!
And here they are on display with a few other new items… 👀
Cool houses! Now what?
Now it’s time for me to get back to drawing a ton more objects, and answering tricky questions like: do gourdlets need toasters??????
Thank you so much for reading this and supporting the development of Gourdlets! Here is your reward: an important picture of Cinny and Poppy eating salad.
Have you recovered from the revamped Trailer Park? It’s time to face your next challenge in Arizona Sunshine 2’s Horde Mode: The free Undead Valley map update is out NOW!
Plunge into the heart of this revamped zombie-infested transport warehouse and explore all-new changes and enhancements from the original level in Arizona Sunshine. In addition, see the patch notes for this update below.
Update your game free of charge, sharpen your survival skills with your squad, and stay tuned for the final Horde Mode map coming soon!
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New content
Added Undead Valley Horde Mode level.
Added BHaptics support.
Fixes & Tweaks
Fixed zombie physics sometimes not disabling on dying. This caused floating zombies' bodies and invisible collisions.
Fixed Buddy having Corgi barks when there is only one zombie.
Changed ‘Error message 1207’ to a more descriptive message: ‘Failed matchmaking: Game version mismatch’.
[!] Windows 11, Actual Taskbar: Compatibility is improved (checked on Windows 11 Version 23H2, build 22631.3447):
- the system tray is restored (however, it still may be incompatible with particular apps - empty icons, not working mouse clicks, etc.)
- the Input Language Switch button is restored
- the Action Center button is functional again
- system tray icons (e.g. Sound Volume, Network, Battery) display their corresponding flyout windows (still Win10-style though)
- Start button displays its context menu on mouse right click (although the context menu responds to keyboard only yet)
[+] Configuration, Desktop Divider: Ability is added to make the Tiles Editor windows semi-transparent to adjust the tiles more accurately with the actual layout of desktop windows.
[ *] Mouse Drag and Scroll: The window dragging part of the "Make the entire window area responsive to dragging/sizing" feature has been reimplemented: now it works much more stable and smoother (no more unwanted title button activations, sizing instead of dragging, or sudden window jumps while dragging), and is compatible with most of the apps.
The known issues: tabbed CMD/PowerShell/Notepad/Explorer windows in Win11, Actual Tools Tabbed Explorer windows.
[-] Windows 11 22H2+, Keyboard Modifier Keys: Any specified modifier key combination stopped being recognized after dragging out any tab in the system tabbed apps (File Explorer, Notepad, CMD/PowerShell). So the Actual Multiple Monitors features based on those combinations stopped working as well.
[-] Windows 10+, Window Settings: In some cases, settings stopped being applied to Metro/UWP apps after restarting Actual Multiple Monitors.
[-] Logon Screen Slideshow: The slideshow processes remained running in inactive user sessions after stopping the Logon Screen service of Actual Multiple Monitors.
[!] Windows 11, Actual Taskbar: List of knows issues in this version (subject to fix in the future updates, last checked on Windows 11 Version 23H2, build 22631.3447):
- the entire visual style and behavior of Actual Taskbar is more similar to Windows 10 than to Windows 11
- there is no ability to align the taskbar buttons (including Start, Search, Virtual Desktops, Recycle Bin) center/right
- system tray is incompatible yet with particular apps
- sometimes Start menu on secondary monitors does not show up after clicking the Actual Taskbar's Start button
- Start button's context menu does not react on mouse
- Actual Taskbar does not handle the overflow (i.e. when there are so many apps open so that their buttons do not fit taskbar's visual space)
- additional buttons (like Recycle Bin or Actual Tools VD Switcher) do not appear in the system taskbar
[!] Windows 11, Title Buttons: List of knows issues in this version (subject to fix in the future updates, last checked on Windows 11 Version 23H2, build 22631.3447):
- extra buttons may cover tabs in the system tabbed apps (File Explorer, Notepad, CMD/PowerShell)