- π΄ Sisters of Sweetwater - 9 February 2023
Experimental, none linear, horror - rpg.
- Camera tweaks - 7 February 2023
Camera should be a bit more stable when entering a new room now
- Car dealership logic started - 7 February 2023
It needs a lot of work, but you can now buy a car from the car dealership and drive it out. Need to work on persistence for it next, so you can come back and get it even if you leave the area (and eventually spawn owned cars in your home if theres a spot to spawn it)
- Fishing improved - 7 February 2023
Fishing is a touch deeper now. if the fish is pulling the line the same time as the player, it gets damaged (and can snap) based on how much force is applied to the line. But the fish has stamina it eventually exhausts giving you a window thats a little more safe to reel in. But its slightly gambly since it recharges just a little slower then the rng dash count. And the recharge threshold is random. So the first quater is relatively safe. But you cant ride the bar. And the more you do the more likely itll catch you at a bad time and snap the line.
- Fishing and Shops! - 6 February 2023
Started the logic for fishing and for selling the fish at the store. Will continue to work on this tomorrow, i want the fish to put up more of a fight, and there to be a fail condition.
- π΄ Experimental Horror RPG Im-Sim!π»[SISTERS OF SWEETWATER]π - 6 February 2023
Come hang out and explore the possibilities in this weird and whacky open ended horror rpg where choices matter :D
- Misc Fixes - 5 February 2023
Think i fixed the cutscene camera bugs introduced by car driving stuff. Also cleaned up the fluid sim code since fires were being persistent between scenes before.
- Next fest update! - 5 February 2023
Its far from done, but i pulled an all nighter, and its in a much better place now, the overworld is much harder to get stuck. Stamina bar is fixed Cant fall in the water in the cave anymore But probably the coolest addition for this patch is driving. You can find the test car at the back of town in what i intend to become a house you can buy if you save up. Just interact with the garage door. The car doesnt super fit with the art style since its not my own car model, but its all i have for now, ill make my own at a later date. Some other screenshots of new stuff added this patch (checkerboard texture is placeholder).
- Cave update - 3 February 2023
Worked on updating the caves today, wanted a strength coin, and an intelligence coin down there, a side quest and a fishing spot. The logic isnt done but the layout mostly is.
- Little house keeping before next big grind. - 1 February 2023
Soul shard no longer makes a deafening bang on contact with surfaces. The terrain in the intro broke because of changes to how i handle terrain data, so i completely remodelled this area. The vents were soft lockable since you didnt have a dex check in the freezer, so i think i fixed that.
- Next fest grind! Lots updated! - 1 February 2023
A lots changed since the last build, not sure if i can remember everything but ill try my best :) Still a lot of work left to do, but i tidied up the sisters monastery a little. The elevator room shouldn't be accessible, but it shouldn't soft lock the game if you get in there now. I added vents to connect the spare room to the freezer with dex check of level 5. Ranged weapons can now affect agro. The main story hook of the moon being split in half is presented at the start now. The bus stop leads to the start of what im calling "Day Trips" These will be group activities for people who want to do more focused multiplayer content. Just a little bit of fun, lets me make little mini games out of the mechanics i add instead of just using them for the world. The first example ive started working on im calling javelin dash Its not much yet, but i think it could be a fun climbing game. Im plannβ¦
- Big update! - 26 January 2023
Super tired so just gona list what I remember. Might miss some stuff, its been a little while in the oven. When in dev screenshot mode (f1) if you press (f2) it will take a steam screenshot, which will be embeded with your current location, and everyone in your current lobby. You can now create a party in the main menu instead of having to go to your apartment in game. Reworked AI so its more manageable to write stuff for it for fighting, and more generic so i can eventually apply it to everything. And so they can fight each other instead of just the player. I also changed to combat to affect AI (draws agro on damage) and faction related stuff to affect whos on sight. Will probably need to keep tweaking though. Now the zombie interaction after you steal the key to leave the starting area functions The jeb moment in the cupboard works. The procedural audio demo has been added and works.β¦
- BIG UPDATE - Fluid persistance - 17 January 2023
Sorry i went dark for a bit, ive been wrestling with the fluid systems to try and give them a little more life. Its still paint based like before but now i can do things like propagate flies around vomit patches And since that data is now in world space instead of uv space, i can do things like this so other npcs can smell your vomit and start hurling themselves, And by washing the vomit away with other fluids like the snow from the new snow gun The flies slowly disperse. The snow gun also triggers the new onhit freeze effect. But the most exciting part to me for the new systems is how oil extends the fire spread. I Works with melee weapons too. And can be washed away in the same way the vomit is. I also added a sword to test a concept of "shred" weapons that inflict "bleeding" Im kinda wiped after this patch, but the march forward must continue. So its onto the real next fest grind nowβ¦
- Rich Presence - 11 January 2023
Added rich presence support so you can see what people are doing in game now. And some other various fixes. Like melee wouldnt break the planks before.
- Monastary level work - 10 January 2023
Mostly texture stuff, still a lot to do, but feels like an ok start. Its gona be a few updates before this functions correctly, but im looking forward to cleaning my plate so I can focus on the town for next fest.
- Start on journal, Misc fixes - 9 January 2023
Multiplayer syncs rotations again now, and leaning seems to be working again. But the main part of this update is the start of the journal, and the updates of the journal being added to the chatlog for everyone on the main menu to see, just so it can feel a bit more communal. We are all out there, figuring it out kinda thing.
- Photo mode! - 8 January 2023
I shouldnt really include this in the build since im sure theres certain circumstances where it can break stuff. But i think its really pleasant, and i tried to put some guard rails up so hopefully its fine. Be warned if you do want to use it though, try not to be triggering too many whacky things that might overwrite camera states when turning it on, if you dont want to soft lock. Its F1 to toggle photo mode. Then WASD to move around. and Space to fly up. And Control to fly down. Should make snapping memorable moments with your friends a little easier.
- Quality of life changes - 7 January 2023
Replaying the intros was a lot of time to eat, especially since the intention for the final product is for it to be replayed for other endings. So ive broken a lot of things, and now upon replaying there will be a skip button that lets you skip everything. Youll still be able to go through it if you like to swap item / stats for free. But you will still be able to swap them if you skip, just probably at cost when i get the library / town hall-y thing or whatever it ends up being, done.
- Misc changes - 6 January 2023
Damage calculation has been changed to scale with leveling up Shadow calculation has been simplified and should now work with stuff like terrain a little better (will probably need tweaking more in the future)
- Systemic Stuff (Fire, Water) - 5 January 2023
Going deeper on combat Now along side the pistol i showed before I made a start with on hits and systemic effects The first 2 are the water pistols bubble effect And the cross bow fires pierce rounds to mix up the damage types a bit And if the arrow touches fires before it hits its target (or while resting on the gun) It becomes a flaming arrow, which applies burning to enemies, and spreads to other wooden surfaces. The water effect can put out the fires.