We are excited to announce that the latest update for our game has been released! We have addressed some key issues that have been affecting your building experience.
We appreciate your patience and feedback as we worked to resolve these issues. Please update your game to the latest version to fix any bugs you are currently facing.
Fixed Issues:
Roads
Balconies
Rivers
Thank you for your continued support and happy building!
Hey look, another TOTS devlog! jswessler keeping a schedule???
Today, I want to talk about one of my main philosophies while making this game, and three results from it that I'm currently working on in the game.
Main Philosophy: Implementing cool mechanics in RPGMaker's limited scope.
Note: This doesn't mean "I'm going to do features that have never been done before!" because RPGMaker (while I enjoy it) isn't exactly ideal for that (as in you definitely shouldn't be making cutting-edge features in RPGMaker). Instead, I'm looking at other games for cool features, visual designs, and mechanics.
RPGMaker games have a tendency to look pretty old-school. While this isn't a bad thing, It contradicts the theme of TOTS. Today, I'll show off three results from this to try to modernize RPGMaker into something cool and fun.
Heads Up Display Something else to look at besides mouse-drawn pixel art.
Tale of Two Sardines will have a persistent HUD. Unlike AATAG, which just only had a HUD in specific areas, TOTS's HUD will appear throughout the game. It is interactive, too! It shows current information regarding collectibles and other game mechanics.
So what if I play Overwatch? Like, way too much. Please help me...
Hopefully, this will increase the clarity of certain mechanics, when you pick up important items, and more!
Interesting mechanics As opposed to non-interesting mechanics... Like in Phasmophobia.
Another thing I'm focusing on is having mechanics beyond just "move around and interact with stuff". AATAG did this in two areas, the strobe light puzzle and the audio puzzle, and it seems like those two areas were many people's favorite parts.
TOTS will have a game-wide mechanic of alternating between two dimensions. This will be on a simple button press and will be related to almost every puzzle and story beat.
There will also be more puzzles in TOTS. Here's some teasers of what I have now:
Big Sardine, little Sardine. They're Miko's favorite food!
The audio meter returns!!!
Character Portraits Now in Full HD 816x624 Quality (tm)!
Back in 2022, when I was riding the high after AATAG's release thinking "There's nothing I can't do in game development anymore!", I decided that TOTS would have animated character portraits. Two years later, I finally realized that that was way too ambitious. TOTS will have static, detailed character portraits instead of the faces in AATAG.
I feel that this is a better approach in TOTS for two reasons. Firstly, TOTS doesn't have as many characters as AATAG: 95% of the portraits are going to be of Miko, unlike AATAG's pretty even 40/20/20/20 split between its characters. Secondly, I mostly used faces in AATAG because I wasn't yet comfortable with drawing full-body shots, but I'm much better at that now. Drawing more allows me to convey hand gestures and body language without completely relying on facial expressions.
Lookin at you like AUUUUUUGGHGHH
And here's what it looks like in game. There will also be slide in/out animations that go along with every picture!
Wow Miko, those blue empty picture frames do look really cool! You're such a talented pixel artist!
Thanks for reading and sticking around! I'm going to try to post every week or two here and mirror them onto my discord server (you should join that, by the way! https://discord.gg/ssJhqeZbDC)
New option: Joystick drift prevention. If you are experiencing joystick drift (the horse turning all the way left/right if you let go of the joystick) then try increasing this parameter from "Standard" to "High" or "Very High".
I think a lot of people wonder "Josh Powlison, aren't you being a little ahead of your time? Isn't Josh Powlison's BUTTON: Mildly Remastered Edition too ambitious? Aren't you hungry?"
The answers to all three, are of course, a resounding, spectacularly certain "YES!!!!!!!" It's so spectacularly certain that I am certain of it.
In fact, you might be ahead of yourself for thinking I'm ahead of mine. That's a little invasive, hmmmmmmm?
But besides the point. We've got another point. The point with which we press the button.
Ah, yes. The button. Let' spress it together.
For you see, never has a button been so relevant than when we carry buttons in our pockets ... ... in our wallets ... ... in our houses ... ... in our relationships ... ... and, of course ... ... in our bank accounts ...
But enough about buttons. Let's talk about BUTTON. More specifically, let's talk about Josh Powlison's BUTTON: Mildly Remastered Edition.
But first, I eat. I did say I'm hungry, after all.
Ciao! (pronounced "chow". It's a pun. You can laugh)
Aerodynamic, sporty, and form-fitting, the Cyclist Outfit is this month's Jackpot Reward — available exclusively as a bonus item with a purchase of the Jackpot Chip Pack at the Cashier this June!
This bi-week, besides implementing major Condo upgrades, we FINALLY finished Robot Ruckus, meaning it's time to vote for the next minigame! 🤩💫
Check the changelog at the bottom of this post for the full list of changes!
Robot Ruckus Finished!
Ever since Robot Ruckus entered development, ANOTHER minigame started development (Parkour Panic), and an ENTIRE sandbox sub-game has been added to the game (Condos)! Needless to say, Robot Ruckus got put on hold for a while...
With the finalized gun model in place, and a new no-aim shooting method designed for controller users, the time is finally here to put a bow on it. Robot Ruckus is no longer WIP! 👏🤖
Vote for the NEXT MINIGAME!
With Robot Ruckus finalized, we need to plan the next minigame to be announced: It's time for our second official minigame vote! 🤩
Our next development cycle after Parkour Panic (V0.7.x.x) will focus on the winner of this poll! Choose wisely:
OPTION A: Twisted Trivia 🤔🧠
Twisted Trivia is a test of wits! Each round, four randomly generated statements are presented of which only one is true. Stand on the correct platform to try and stay in the game the longest!
OPTION B: Rotten Rampage 🏃🧟
Rotten Rampage is infection tag! Zombies are crawling out of graves, don’t get touched or you’ll join them. Be the last human standing to win!
OPTION C: Manic Murderer 🔪😱
Manic Murderer is sus! One player is the murderer, another is sheriff, the rest are innocents. The murderer needs to (secretly) kill everyone to win, while the innocents & sheriff need to kill or outlast the murderer to win!
You can now expand your Condo in three directions by manipulating one of the three (new) wall pivots: the vent, ceiling lamp and gate! While holding a wall pivot, use Distance mode to push the wall outwards, and a message box will pop up asking you to buy the expansion!
To help you fill up your increasingly spacious Condo, we've also added 4 new furnitures to the crate! 🤤
⚠️ Existing Condos are reset in this version due to heavy changes. We're trying to make sure resets won't have to happen in the future, but can't promise it! Your furniture inventory is always safe of course.
⚠️ Freezing is now called Ghosting, but the mechanics remain roughly the same, except for the fact you can move Ghosted furniture, after which they stick in place. Keybind has been swapped with Scale: Ghost is now [G] and Scale is now [F]. You can always change them back if you like.
Stay Tuned
Stay tuned to the ever-expanding Minigame Madness experience by following us on Steam and joining the Discord community!
Have an epic day, or an average one! No pressure. 👋🏼
V0.6.5
Added Condo Expansion: distance a wall outward by its pivot (Vent, Ceiling Lamp or Gate) to expand for 250 Gems
Added Vent to Condo wall as expansion pivot
Added 'Trampoline' furniture
Added 'Wooden Table' furniture
Added 'Wooden Chair' furniture
Added 'Double Bed' furniture
Added Robot Ruckus finished laser gun model with ammo display
Added Robot Ruckus ability to shoot somewhat properly without right-click aiming (for controller users)
Changed Robot Ruckus status to non-WIP
Changed Robot Ruckus music to have a more exciting drop
Changed Robot Ruckus map to be foggier
Changed Robot Ruckus lights to be more green than yellow
Changed Robot Ruckus UFO locations and amounts
Changed Condos and all furniture to be roughly ~80% the original size to fit Mub scale better
Changed Condo location to be located slightly lower relative to the hub
Changed Condo Manipulator "Freeze" mode to be named "Ghost" mode
Changed Condo ghosted furniture to be able to be moved with the manipulator
Changed Condo Manipulator Ghost hotkey to G (was F for Freeze)
Changed Condo Manipulator Scale hotkey to F (was G)
Changed Condo Ceiling Lamp material to steel
Changed Condo auto-save interval from 5 to 1 sec
Changed Condo webscreens to be paused by default
Changed Condo lighting to be more vibrant
Fixed game not closing properly after having entered a Condo with a webscreen
Fixed being able to push Condo furniture through walls
Fixed VR glasses coming off too soon
Fixed Condo furniture not being able to touch the window
Fixed Robot Ruckus laser collision particles spawning when shooting into the air
Addition of levels and progressing difficulty to multiple games. Improving graphics and backgrounds to multiple games. Fixing bugs in GoBlocker, Tree Chopper, and Caveman Additional sound and tooltips
There's also full music to add, updating the game to UE 5.4 The detailed list is very repetitive, but it should get more detailed as things go on!
Our next event is Saturday 1st June at 19:00 UTC+1. Join us for this and for future events, which run every other weekend.
You can sign-up for events, get notified of new events and discuss the changes with the team at https://discord.gg/vanguardww2.
Summary of Changes:
Fixed: Score of disconnected players missing from total team score
Merville Battery
Fixed: Wall and fence heights to enable easier jumping
Lion-sur-Mer
Fixed: Interiors being too dark at night
Fixed: Wall and fence heights to enable easier jumping
Known Issues
Rare bug where objective capture can continue after player dies. Press F to cancel after being killed. We are actively investigating this issue and we have made changes in this update to make it easier to track down the cause.
Cursor sometimes get stuck on screen. ALT+ENTER can fix this issue for some users.
Steam overlay opens when Alt+Tab back into the game. (Workaround: Change game window mode to full screen window or windowed in Graphics settings)
After extended period of playing, rendering glitch can occur and leave trail behind cursor and other icons. Game restart is required.