Hello, adorable players! I'm YaMao, and this is the second develog for Shiba Sweet.
December was an explosive month for 3D art productivity! All the shop exterior decorations on the to-do list were completed. The best thing is that I created a lot of models that I personally adore. I hope that when the players play the game in the future, they'll fall in love with all the cute decorations and go crazy buying them to adorn your own shop.
Here’s this month’s development update:
1. 3D Art Progress
a, Redesigned Dessert Display Case
In the kitchen, there’s a dessert display case where players can place their freshly made desserts. During business hours, the desserts on the shelves will determine the bento boxes available for sale that day.
This month, I completely redesigned the model and textures for the display case. Compared to the previous narrow shape design, the new case better showcases the desserts and even includes adorable, small dessert stands that allow desserts to be displayed at a good angle.
On the programming side, the case now integrates with the gameplay system. When the shop opens, the correct dessert data will load seamlessly. And the system dynamically generates icon buttons for a smoother shop logic workflow.
b. Shop Exterior Decorations: Cactus and Various Japanese-Style Decorations
To reward players with new decorations as they upgrade their chef stars, I revised and expanded the decoration list. Then I created all the necessary models based on the updated list, .
This batch of updates includes large rooftop decorations, a variety of roof designs, special cactus, wall-mounted ornaments, and stand-alone customer-attracting models. I hope these additions could fully satisfy decoration enthusiasts who love customizing their shops.
2. Programming Progress
a. Implementing the Ingredient Storage Cabinet
After purchasing ingredients from a merchant, unused ingredients need to be stored in the cabinet to keep them fresh in the game. This storage system plays a crucial role in the gameplay.
Through learning programming, I discovered how interesting it is to write logic for such a system. The basic concept involves creating a master script and attaching all storage cabinets as children to use the same code base. Each cabinet is then customized for unique parameters, such as having 4 storage slots for smaller cabinets and 12 slots for larger ones.
b. Halfway Done with Recipe Book Logic
When I first envisioned this game, one of the challenges I wanted to tackle was creating a 3D recipe book with realistic page-flipping animations. However, I soon realized this idea was far more complex than I had imagined. The page-turning logic alone is enough to drive me crazy. Every time the pages spin out of control, I know the logic has broken again.
So far, I’ve managed to set up the book to generate any number of pages dynamically and modularly, making it easier to add new recipes in the future if we need. Forward page-turning logic works as intended, but the logic for flipping back still needs adjustments. Once the page logic is perfected, I’ll start working on the recipe page textures.
3. Wrapping Up
Developing an indie game feels like walking through a tunnel with no end in sight. Every small step forward feels like progress, yet the destination still seems far away. With the game still in development, it’s a constant push and pull between progress and uncertainty. But I always remind myself to keep moving forward, believing that one day I’ll see the light shining through the tunnel’s exit.
Happy New Year! To those reading this, I hope you have a fulfilling and joyful year ahead. Chase your dreams with endless passion, and never stop believing in yourself.
Besides the embarrassing miss of the last update (which was originally supposed to be published in April of 2023!) things have been quiet in the Mythlink world. Given the state of things, there is an important announcement I would like to make around the pricing of Mythlink going forward.
It's no question that the gaming world is in a bit of a slump right now. Game sales across the board seem to not be meeting expectations as development costs continue to rise, and the rise of AI has caused a massive shift in investments away from other technologies such as VR. The world economy also continues to struggle as people need to stretch their dollar further and receive less.
As such, I am happy to announce that Mythlink will be going completely free starting roughly 1 week from today. The user base for VR is already small, and with such a competitive market, I would rather see the game in the hands of more people and build that goodwill for possible future releases. I hope this helps more people discover the game and potentially even spur the community to life!
I would like to take this opportunity to give a HUGE thank you to anyone who supported the game early and made a purchase using their hard earned money. I truly believe Mythlink is worth every penny of what was paid and more, and I hope you all feel you got a great value despite this news.
From a macro level- Home Point Games is continuing to work on our next game, which should be released in 2025 and will be very different from Mythlink. Please look forward to that announcement later this year!
Until then, may your 2025 be healthy, prosperous, and full of fun!
After quite a lengthy pause, I will continue working on Blastronaut through 2025. I apologise to everyone who was disappointed with the recent lack of updates, and I will try to make it up this year.
Since the original roadmap ended in 2023, I have had time to analyse the current issues and develop a plan to move forward. I will present my roadmap for finishing the game and explain the upcoming changes. These changes are going to be significant, and the game feel can be quite different in the end. Still, as far as I can see, they are necessary to breathe new life into the game and hopefully create a better flow for both the new and the experienced players.
First, let me briefly explain the current issues that the game has and what makes them difficult to solve. After all, the last updates in 2023 were directed towards solving some of these issues, but in hindsight, the solutions might not have benefited the game flow. The mission tree and questline were made to guide the player further into the game, but I’m not happy with how it works since it ended up hindering the exploration and sandbox-style gameplay. I’m sure many of you wish for more content, but it becomes increasingly more difficult to add it to the game and ensure that players will find it. Finally, I’m also not happy with the replayability of the game, which is quite a bummer since so much effort has gone into crafting this infinite procedurally generated world. Most of these issues likely boil down to the game's progression, and this is what I will try to tackle first.
Here is the new roadmap, and if it goes smoothly, it will hopefully end with the full release at the end of the year.
1. January "Gates". The very first minor update will arrive this Friday (3rd of January). It will package together a few fixes and features I have been developing but could not fit into an update earlier. I have heard your feedback about bringing the teleportation gates to the game. While these might not solve all your fast travel problems instantly, they can be a fun tool to traverse the world if taken advantage of. There is also a new biome called “Mesa” that will come with a bit more dangerous anomalies, but these will also have a positive side effect that I will let you discover on your own.
2. February “Loop”. Next, I will get right into the enormous task of implementing a better game loop. Instead of playing one world infinitely, I will break up the gameplay into smaller, more manageable dives. The dives should feel satisfying and feel different from one another. Initially, I will have to reduce the amount of content the game currently has to fit it back into the progression later on.
3. April “Home”. After that, I will concentrate on the meta-progression called “home”. There should be a place for the player to be in between the dives and provide a bigger purpose. Also, upgrading your “home” will feel rewarding.
4. June “Combat”. Although combat is not the central part of the game, it should be more balanced and varied than now. This is where I can introduce some bigger baddies as well.
5. August “Expeditions”. The variety of planets should be improved next. Refining the mission system and creating new types of challenges for the player. The current liquid system is also quite buggy and requires a technical redesign (it is impossible to avoid the falling water when the player travels upwards due to the infinite game world, but at least the glitches and crashes caused by multithreading should get fixed).
6. November “Release”. The final polish of the game takes a lot of time, which is why I have left the longest time slot. I think it should be dedicated to just adding some regular content and then playtesting and balancing the game.
And this is my plan. The exact content and names of the updates are subject to change, but this will show where my priorities lie. I hope you will support me through this journey with your advice and feedback. But please don’t be too harsh; it is just one person (me) currently working on the game. I will have to redesign the save game format for certain updates, so you will have to start a new game at some point. If you rather prefer to experience the final redesign of the game, then next Christmas is likely the best time for that.
To start off 2025, we've got a brand new update to Lost To Riches, it's a small one, but it adds in some new Quality of Life features and fixes, as well as patching glaring issues left in from last update (Given how large of an update it was, there was inevitably gonna be bugs and issues)
Some tuning to enemies as well as their spawning, and even a brand new enemy, the Shanker!
Below is a full changelog of all the changes!
Enemies
Ninja Goon Stats Tuned
Health Reduced from 15 to 12
Invincibility Period reduced from 1 Second to 0.3 Seconds
Brute Goon Stats Tuned
Health Increased from 4 to 6, Elite Variant Health increased from 8 to 10
Movement Speed increased from 4m/s to 8m/s
Brand New Enemy: The Shanker Goon
Has 2 HP
Has very fast Melee Attacks
His attacks go through Invincibility
Has an elite version
Starts appearing in the Hotels
Enemy Spawning Changes
Enemy spawning has been completely overhauled:
Rooms now have multiple spawnlists they can use
Enemy spawns are now more consistent, while still being random every time you enter a room
Much more focused towards introducing new enemies in the Hotels & Deep Storage
The Rest of the Changes
Added a button to the pause menu that allows you to return to the Hub
Added softlock prevention in the event no enemies spawn and the level cannot progress
Added softlock prevention in the event the player ends up out of bounds (Walk far enough out of bounds and you'll be teleported back in bounds)
Adjusted Pickup tracking on clearing a room to prevent the player from getting pushed
Adjusted Spawn Positions in Slots O' Fun to mitigate backtracking
All Tutorial prompts can now be skipped
All traps have been rebalanced slightly and now deal more damage to enemies
(Almost) All items have had their durability increased by 1
Dash Invulnerability now has a brief grace period after the dash ends
Escalation Encounters are now capped on how many extra enemies they can spawn
Items in the shop now have a random chance to be marked up
Objective Arrow now appears near the end of every wave, instead of near the end of the final wave Optimisations to the way saving and loading data works
Player Collider position and size has been modified slightly to improve dodging
Shop prices now scale in Endless depending how far into a run you are
The Achievements "Full Spectrum" and "Advanced Diploma" have had their unlock requirements fixed
The Velvet Angel Files book has been properly hidden in the intro tutorial
Membership notice: The Buy Me a Coffee member benefits have been discontinued
Known Issues: *Console display doesn't start showing messages until after the main handheld settings have been initialized. However, you can still see all the messages in "<user>\Documents\My Games\Virtual Handheld\console.log"
Changelog Changes: +Added social links to changelog header +Now using plus signs to indicate features added, asterisks to indicate changes, and minus signs to indicate removed features (just like old changelogs from a game you might have heard of) +Add an h to the v in the version number to make it vh because I can lol *Switched to using descending date format for new changelogs -Removed donation link from changelog header
Fixes & Changes: *Fixed Handheld Settings failing to initialize when "Tap Controllers Together To Toggle Handheld" is turned off at startup, completely breaking the program *Fixed plus and minus buttons allowing the slider values to go one extra interval outside of the intended range *Fixed the unnecessary console log spam when "Change VR Resolution Scale When Handheld Is Toggled" is toggled when the handheld is disabled, as the user's SteamVR resolution settings are obtained only to be set again to the same values *Fixed Bindings settings failing to initialize if "Enable Input Simulator" is turned off at startup *Reverted "Enter Sphere Size" setting name on the backend for compatibility with older settings files *Renamed "Enter Sphere Size" slider to "Enter Tap Sphere Size" and "Exit Sphere Size" slider to "Exit Tap Sphere Size" for better clarity on what the sliders are actually for *Fixed inputs appearing on Input Visualizer when Input Simulator is disabled *The controller tap sound has been moved to a separate audio source that is spatialized to the average position of the tap spheres when they enter each other, meaning that the sound of the controllers tapping will actually come from where the controllers tapped *Controller tap spheres are now kinematic, which should hopefully mean less floating point weirdness and better performance *Fixed sliders storing the wrong default value at startup *Replaced "Enable Handheld" toggle with "Toggle Handheld On/Off" button *Changed Nestorboy credit from "Logo Redesign, Programming Help" to "Art & Programming Help" *Fixed capitalization of "ViGEmBus" (was incorrectly capitalized "ViGemBus") -Removed donate and membership buttons
Very small patch to deal with a couple of bugs regarding: -Sale of Disinfectants -Sale of Ethylenediamine -Change Gambia to be under Africa in Diplomacy Tab
We’re back with another update to enhance your experience in Last Whisper!
What's New?
Water in the Sky Fixed: We’ve resolved the issue with water appearing in the sky, ensuring a more immersive and realistic environment.
Improved Tree-Chopping Feedback: Chopping down trees now feels even better with added visual and auditory feedback. Gather your resources with satisfaction!
Landmine Name Fixed: The landmine has been renamed correctly for better clarity and consistency. Your feedback drives our improvements, so keep sharing your thoughts! Stay tuned for more updates, and as always, happy surviving!
Update v0.76 is here! Bringing in some new additions, changes, and fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - main story additions - lights now emit a glowing dot that's visible from a distance at night - small portable signs (useful to mark chests, spawn on freeways) - Milfort water tower is now accessible - small forest areas at the top of some cliffs in Gulrood & Pericolvann - Intl airport runway lights
CHANGED - enemy skeletal remains now have a small chance of disappearing - Urid stalactites won't automatically disappear if there's only few - removed invisible wall at the top of some cliffs - plywood campfire now has a unique icon - improved the look of airport runways - optimized some Milfort buildings
FIXED - dry tree stump collision was as high as tree (blocked bullets) - floating resin above dry tree stumps - foliage had a slight glow at night - enemies couldn't enter yellow toilet buildings - invisible obstacle on Gulrood freeway bridge