Quick emergency fix to fix major bugs. -Fixed an item dupe exploit where dropping one item drops the whole stack but only reduces one -Fixed firing blunderbuss resulting in muzzleflash never disappearing -Fixed vendor spawn chance incredibly low
Updated translations: Bengali, British English, Chinese (Simplified), Czech, French, Japanese, Ukrainian
Units
Added a melee animation for the Dragoon and Cavalier.
Added a wounded bob animation for the Cavalier.
WML Engine
Modified 'apply_to' in [experimental_filter_ability(_active)] or [overwrite][experimental_filter_specials] to do an inclusion check for a comma-separated list of damage types in [resistance] abilities.
Removed the deprecated 'controller=number' from [side]
Miscellaneous and Bug Fixes
Fixed erroneous sidebar text caused by [damage_type] assuming that an alternate_type is always present.
Another update, rather small, but because I'm already actively working on the first major content update, which I will announce later!
v1.0.6 - Impactor and self destruction now also deal damage to bosses - Cryozone will stop dealing damage on the final speed-up - Buff contraband artifact, supplies and generator cost 20 -> 17 - Buff research module artifact, stellarium gain 1 -> 2 - Buff laser propulsion artifact, delivery boost 5 -> 7 - Buff nuclear reprocessing artifact, energy gain 10 -> 12 - Buff disorientation artifact, damage multiplier 2x -> 3x - Fix small rockets flying away if the game is paused - Fix small exceptions
With further testing and recording of gameplay footage, I have addressed another batch of small bugs and needed quality of life improvements last week.
One - somewhat important - quality of life improvement is the addition of “steps” for inventory transfers. Rather than having to transfer wood, food, etc. either individually or in the maximum stack size, it is now possible to transfer stacks of five by holding “alt”. This should make it much easier to, e.g. stock up on 30 food before heading out to do some exploring. Other quality of life improvements include small changes to the UI, additional tooltips, and some priority changes for how things get transported.
In terms of bug fixes, an important one is a fix of some market worker transport allocation. The bug could lead to market workers being considered the only viable worker to deliver food to the market if the market was the exactly “right” distance from a warehouse. If the market served enough villagers, the single market worker wouldn't be able to keep up with demand, and no warehouse or idle workers would step in to help. This is no longer the case, as all market workers will now consistently be allocated to deliver food based on their own task queue. Additional fixes include a fixed soldier behaviour when pirates were faced with both the player and the player’s soldiers, and the removal of some unwanted UI functionality.
Additionally, I created a new pirate flag (see today’s image) which will finally prove that you have been fighting pirates, rather than a random hostile army!
In this devlog, I'm going to talk about the scale of Tale of Two Sardines, and why the game is so frustrating to work on actively.
TOTS is shaping up to be a much more detailed experience than Annie and the Art Gallery. This is mostly because of the much more involved worldbuilding I've done for this game. As described in previous posts, this game is all about the world. In AATAG I could get away with not doing too much worldbuilding because of the conciseness of the story you experience, but here I'm not letting myself get away with that again.
I think this is a really good goal to strive for, and will allow people to become invested in a world I've built over the years and a world I love.
However, this comes with a tradeoff. Detail. TOTS is so much more detailed than AATAG that I'm finding it hard to keep track of everything. The main problem I'm having are the hundreds of events and objects scattered around the game. Normally this wouldn't be an issue, as I'd just assign a basic description to each one and forget about it. However, I've been trying so hard to implement worldbuilding in each description that whenever I come back to a room that I've "finished", I want to go in and slightly change everything to be perfect.
I feel like I'm doing a good job keeping organized on what the full story actually is, but it's still hard to manage everything. At this point, I don't think it's worth making a separate document of every object and description in the game (because it would take more time to make than it would ultimately save). The problem I'm having is that I want each section of the game to be perfect before the game is actually playable. That's just not how game development works.
I'm going to stay as organized as I can and prioritize making the game playable from start to finish before fixing the things I've already implemented. This way, I'll feel confident that I have a good base to start from when making revisions and polishing.
If anything, developing TOTS has given me immense respect to other game developers trying to cram detail into their games. Games like Undertale have so much lore and detail and love put into it that I can't imagine what it took to keep track of it all.
Anyways, jswessler rant over. Here are some images of rooms and areas that will be present in Tale of Two Sardines!
Miko loves reading in the library. Or probably just doomscrolling on her phone staring at the state of U.S. politics. Yes, that will be in the game.
Miko's office. That laptop looks a little funky, doesn't it?
Goddammit Miko where the HELL are we?!?!?!
New innovative 2020 technology coming to long hallways near you: Windows!
Thanks for reading and sticking around! You should join my discord server to keep updated on all TOTS related happenings - https://discord.gg/ssJhqeZbDC
🔄 Exchange your items to get Common Crafter for future crafts!
Recipes
x10 - COLORED Sushi Common = 1x COLORED Crafter Common x500 - COLORED Christmas Common = 1x COLORED Crafter Common x500 - COLORED UFO Common = 1x COLORED Crafter Common x500 - COLORED Meowtopia Common = 1x COLORED Crafter Common
All Items name clickable and redirect to Market
To exchange, you will need to update to the latest update *Do not be guided by the time of the event
Look more professional and decorate your Grub Truck with the four new Commercial Counters! With the these new counters come some additional variations for the BoilingPoint Spud Master, and both Coffee Machines:
NEW EVENTS
New events have been added! Now, there’s a chance for Hot Dog Day and Pizza Day, during which, the featured item will be ordered much more frequently.
NEW MANAGER | June 2024 Manager Competition Winner
The winning manager name 'Nacho Daddy' (from the June 2024 Manager Competition) can now be recruited!
Thank you to all of the other submissions on our Discord Server. Join the Discord to be involved in future competitions!
NEW OVEN & FRIDGE
Frostbite Slender Chill Info
Required Level: 5
Price: $200
Stock Storage: 250
BoilingPoint Classic Info
Required Level: 2
Price: $125
Cooking Speed: 1.1x
MENU PER TRUCK
Each truck now has it's own persistent menu, allowing you to modify menus per truck. For example, you could have a truck that only sells Tacos and Burritos whilst another offers a variety of options, the choice is yours!
Managers Now Use Stock
Along with this, your assigned managers will now use up stock, based on the truck's menu, so make sure to buy enough for them to use!
They can still operate without stock but their earning potential will be limited.
NEW ACHIEVEMENTS
There have been 6 new achievements added to the game, can you unlock them all?
* Fixed game not working with Simple HUD option turned on
Note: update is probably couple gigabytes of size which is due to my moving across cities and having to re-bake all lighting for game which is a lot of data.