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Devlog #60 - Quantity of Life

Meowllo everyone! It’s the 60th devlog! That feels like some kind of milestone. The big six zero! This month, there’s a lot of little things that all add to the game in a big way. We combined a list of feedback from our producer, à la angry Steam reviewer, and triaged them based on how much impact it would make versus how much time it would take us to implement.

So let’s get down to covering some of the things we’ve done!

[h2]🐦 IN THE WILD[/h2]

The world felt a little empty and quiet when you walked through it. Sure, half of that might be because I forgot to vertex paint the trees that are in the farm and town so there was no wind effect, but also because until you invite a couple of villagers, it’s just lonely.



One of the things we did to try alleviate this crushing loneliness is by adding wildlife. Now, there’s bugs, birds, and other Snacko fantasy creatures that inhabit the world.



The birds(?) fly from one tree to another and fly away when you get too close. The bees…don’t sting you, so don’t worry.



Bro’s chilling.

[h2]📑 LORE OF THE WORLD[/h2]

We also added more interactable spots, cutscenes, quests, and other bits like that with either stories, items, or letters that make the world feel more alive.



Our hope is now, there’s more to look at and learn about the world of Snacko outside of the main story cutscenes. In the past, we had a lot of lore locked behind befriending certain NPCs, but now there’s also bits of that lore spread across the world.



I don’t want to spoil anything, so you get the most uneventful text box as a preview.

[h2]📽️ CINEMATIC TREES[/h2]

[previewyoutube][/previewyoutube]

I’ve always had a little cinematic introduction when you first set paw into the plains, but I uh, never did it for the rest of the biomes you can explore.



So I fixed that. It was a lot of fiddling timing. A couple frames here, a couple frames there…before I knew it, it’s been 30 minutes! Scary.

[h2]📦 SMALL TWEAKS[/h2]

The bulk of things were also focused on smaller things, like finishing up UI screens and elements that were unfinished, binding keys that most players would expect (like M for map, or J for Journal).



I also realized there were a few things that didn’t have tutorials. I tried to make them as out of the way as possible. For example, it was never explained to you what the box beside your house was. You just sort of had to eventually guess that it was the overflow storage - where everything goes once your bag fills up.



Now, the first time you interact with it, a tutorial popup tells you about it. I also added a shipping container beside your house, so you don’t have to walk all the way to the other side of the planet to sell your turnips.

The reason why the shipping box is by the path to the town to begin with was so poor Mikan can easily get there in a set amount of time reardless of your farm’s set up. But it proved to be a pain. So now there’s just two of them.



Ehh, the rest of it was a combination of fixing VFX glitches, making so you could click to advance text with your mouse, and other small bits like that. When you hit the tree in the fall, it used to spawn green leaves instead of fall colored leaves. Things like that.
They’re small, but I bet if we didn’t fix them somebody would notice;;



We’ve also tried making small tweaks like adding an option to disable the flashing in the game’s story intro, and making it more obvious when you can’t place an item by making it REDDER.

And that’s all for August! I’m proud of all the work we’ve been able to finish this month. It definitely polished up the game a lot more.

[h3]Thank you for reading until the end! See you next month~[/h3]

Devlog #59: Let us cook!

Hello everyone! It’s August. Is that the middle of summer or the end of summer? Anyways…

This month, we have a mixture of bug fixes along with polish and implementation, so it’ll be a more interesting devlog than just “haha bugs”.

🍳 LET US COOK


Cookbook now has a preview of the dish! It’s just a nice touch, I think. The cookbook is one of those UI screens that we made way back when cooking was a point and click experience - you pick a recipe, then you cook it.



Then later on, as the game matured a bit, we swapped it to dropping ingredients in a pot. So the cookbook UI didn’t match what it should’ve been: a reference point.



Now it correctly shows the dish’s taste attributes (handy if you’re going to work part-time at a restaurant!), recipe, icon, description, and 3D model.



Enjoy how the real-time preview is set up in the engine. ✨dramatic lighting✨

🎮 WHICH BUTTON?


Sure, we made the assets for the different keys and mouse buttons, but unless you were playing a console build, there was no way of accurately determining which button set up your plugged-in gamepad was using on the computer.

Paige worked hard to set up all the framework for making it possible, and Zoro brought it to the finish line implementing the dynamic system in existing UI.



Now you can press A, or right face button, or X…whatever makes you happy.

🖼️ SET DRESSING


Another aspect we’ve been working on is having the items you donate to the Cultural Center actually show up.

What a concept, eh? Furniture items are in set rooms.



Items not yet donated will appear as a shadow. As you populate them, I hope you feel satisfaction watching them fill up!



Food items also show up in their display cases.

📬 OTHERS


We also did a bunch of odds and ends. NPC schedule testing was difficult in the past, but not anymore! recursive made a debug tool that shows each NPC’s next action, along with the option to teleport to where they are.



It’ll be easier to troubleshoot what’s going wrong when someone is spawning off in the depths of hell.



The round circle shadow on the ground of dropped items was not graphical enough so it felt a bit uncanny. We fixed this up by giving it a bit of a look overhaul.



Dye icons were something that were never color matched. In fact, I also didn’t update our internal visual guide on which colors are which name. So we took some time this month to clean that database up. Finally, Blush Pink is no longer bright green.

[h2]…And that’s all for what we’ve been up to in July! Enjoy the rest of your summer! Or winter…

Thank you for reading until the end! We're very energized by your support!! See you next month!!!![/h2]

Devlog #58 - We're Making Bugs

Good morning! Evening! This month, we’ve got a couple things to cover: the bugs we’ve been fixing, NPC stores, and events. Generally, this time of year for us should be pretty dry and hot. This year, though, it’s been raining and storming a lot. Wow! Lovely!!

Small talk aside, something before we start is an addition to the Snacko team! Zoro joins us and has been spending the past couple of weeks chewing through the bug list. It’s been a huge help. As you know, we have a lot of bugs. Let’s talk about that for a bit…

🐛 Buggies


The other day, there was a comment roughly like, “there’s so many bugs, you guys must’ve scripted a whole bunch of them!”

And well, first of all, yeah.

Second of all, I realized there’s probably confusion as to why bugs exist. If you don’t make bugs, there won’t be bugs, right? Just make your code right the first time!



So, instead of just complaining about bugs this month, I figured it’s worth spending some time communicating with you why there are so many bugs to begin with and using that as a way to also tell you guys about what we’ve done!

[h2]#1 Somebody made a mistake[/h2]

This one is pretty common. The person making said mistake is usually me. These mistakes range from “the character is spawning in the farm when the cutscene is in the town” to “a value was not set to spawn a certain actor”. Or, sometimes, it’s just simply missing data.
This one usually manifests itself in ways like a cutscene not starting, dialogue options not being shown, or a doubling up of NPCs in one spot:



These ones usually happen because there’s just a lot of moving parts in the game. Taking Nobu’s existence as an example, to have him walk around the town during the day, you first have his schedule manager that manages when actions start, end, and where they start and end. It also manages which days or which conditions trigger certain schedules.



The other part of it is the schedule actions itself. Within these, the data for how someone will get from point A to B, if they need a flag set (for dialogue), or if they should be wandering around, standing still, etc.



This is not accounting for the dialogue trees or the dialogue manager that handles the logic for picking the dialogue lines.



Nor is it accounting for the managers or event managers that log and set information regarding an NPCs existence or the events they can trigger.



So, to put it simply, most of these systems simply have a lot of fail points! Mix up one asset or pointer to an asset and the whole thing falls apart!
One bug I fixed after debugging for 30 minutes was the schedule, actions, manager, quest, and invitation for the character was right. But at the very last bit of the schedule manager, the NPC selected was the wrong one…so nothing worked…



Ma’am…this is Pico’s house…

Not to mention it’s a whole job for everyone in QA to catch these in the first place!

[h2]#2 Fixes are creating domino effects[/h2]

This one doesn’t happen too often because we try to account for all the system-level changes we make, but sometimes things can slip through the crack. A while back, we had an issue where you could open the main menu mid-cutscene (some cutscenes give you control to move around) and save. To fix this, we simply disallowed saving and loading during cutscenes. Easy!



No.

In the onboarding section of the game, part of the quest and tutorial day is Nobu showing you the ropes. Part of that sequence requires you to go to sleep and advance to the next day. But…you guessed it…if you can’t save, which sleeping will always auto-save in the auto-save slot…you can’t finish the tutorial cutscene.



In this case, the easiest way was to add a checkbox toggle for cutscenes “Allow Saving” instead of either breaking the tutorial sequence/other story cutscenes or allowing the player to run around and potentially break other events and scripted sequences down the line.

[h2]#3 Unintentional bugs[/h2]

Well, okay, these are all unintentional. We don’t actually want any bugs. But these are ones caused not by error or a fix breaking old code. This is usually due to the code or the engine acting in a way that we did not predict.

I guess you can call that user error but eh 🤷

For example, Zoro found one a few weeks back that went like this:

When you are in the quest that teaches how to invite villagers, there’s a wall blocking you until you send the letter. The wall turns the player around and causes them to walk back if they try to leave, telling them what they need to do. If you jump on the corner of the house roof during this, you will get respawned under the map.

So, it turns out that there’s nothing wrong with the quest, or the cutscene, or the house…
The issue is the code that turns the player around tries to find a point in the world to walk your player back to. If you’re in the air, then it fails this check, because it’s not doing a “full scan”. Failing to find a valid floor point, the game gives up and puts you at 0, 0, 0.



This makes up the majority of the early day bugs we’ve been fixing these past few months. Many of our systems that worked flawlessly in contained, sterile environments didn’t hold up to other variables or changes in game state.



Part of this complexity comes from the way we decided to design Snacko: you get to pick which Grocer you want on your island, you get to pick where they live, etc. etc.

So I hope that clears up why there’s so many bugs and what kind of things we’ve been dealing with!
If you look carefully in the above screenshot, there’s also now a new waypoint helper. When you’re close to someone’s house or the way to a different map, a sign at the top of your screen will remind you where you’re going!

Hopefully this helps the directionally challenged (me, I’m directionally challenged).

🎁 Events


We had a lot of the dialogue set, but not the logic. Sure, the decorative assets were made, but they weren’t put together yet. I spent some time in June to make everything nice and pretty. It sure is a lot of fun seeing it come together! I hope you have fun grabbing yourself a bowl of Winter Stew during the Harvestfest!



Well, yeah…it’s in fall…but like, it’s still kinda cold so you can eat Winter Stew…

🛒 Shopping


Another one of these “we had all the assets and data but no one put them together” were the NPC shops. Since there’s no static “this is the grocer NPC”, we have a couple of custom touches depending on which of the grocer NPCs end up being YOUR grocer NPC.



These come in the form of custom text while you’re shopping, their shop portraits and background pictures, and in some cases, their inventory. The shop background feature has been planned for a long time. So long, in fact, that when I opened Mack’s shop background, I had to go and redo it because it, well, looked like…that…



Haha, woops. Looks like a different game.

[h3]We’ve come so far! And it’s thanks to your support. Thank you for reading these devlogs and cheering us on!

Back to bug extermination…[/h3]

Devlog #57 - Bug Season (S2)

Before I start, thank you for the comments! I'm dramatic but I'm hanging in there, so don't worry! We're doing this! WE'RE MAKING VIDEO GAME--

Ahem.

Hello, Snacko readers! Welcome to Season Two of “Bugs - Please Go Away!” I’m your host, enralis, and I’m here to tell you how it’s…

Yeah, we’re still fixing the video game.

I mean, I could just ramble about all the specifics about the things we’ve fixed but I’ll just cover the gist of it. This will be a short one and I apologize in advance for very little pretty pictures.



To make up for that, here’s a bug where some desert rocks are floating in the Grassy Plains. Why are they there???

[h2]🥰 Likes & Dislikes[/h2]

So, I lied, ‘cause this isn’t a bug. When we went into QA, one of the issues was trying to give Mikan an Egg on Toast would crash the game. The bug was actually…the NPCs never had their likes and dislikes entered into the database.

Yeah, my bad. So I had to go do that.

Also, I didn’t put in the proper recipe data for some dishes. So Mikan would teach you how to cook something, and if you followed her instructions, you got…this.



Luckily, 80 years ago, recursive already wrote the system for defining and setting this data, and it was super intuitive and easy to use!

Hardcore weirdo fans will remember (sorry you’re not weird I’m joking) that we have an internal tool: SnackoEd. It’s like a web interface to edit backend data.



Using SnackoEd, I could choose specific items (like Softwood) or items that have an attribute (like Fish, or Sweet Food). It’s pretty cool!

[h2]💀 Domino Effect[/h2]

But with foresight also comes the other end, finding bugs and trying to fix them, only to find out the downstream effects break something else, so a workaround or change had to be implemented.



In this particular case we had, it was an issue where you can softlock yourself by going back to your house in the middle of a story cutscene and sleeping, breaking the video game. To prevent this, we made it so that you can’t sleep or save during a cutscene. Easy? Right?? NO!



Because we have two cutscenes that require you to sleep. And for story/ease of managing the flow/localization team will cry/our producer will actually cry, we can’t change the way it plays out.



So recursive had to go in and add another checkbox that you can check to say, “okay, for this specific cutscene, you can save”.

Kinda frustrating that the closer we are to finishing the game, the better all our custom systems and tools get. It’s like, okay wow…sure would’ve been nice if we had this at the start!!

Such is life.

[h2]🎮 What’s That Button?![/h2]

I’m not a very honest person. Actually, my memory is just bad. ‘Cause this isn’t a bug, either. In fact, I barely talked about bugs this devlog.

Anyways, you know how every console and their pet hamster has a different gamepad button setup? Right, so, I forgot that the three main controllers that are used (Switch, XBox, PlayStation) are ALL different and NONE of them want to call the shoulder buttons the same thing. Or anything, for that matter.



125 items! Just for gamepad! Ahhhh!!!?????

For each controller button, I had to make a light and dark version (different UI screens will pick different ones to show up better) of every variation. Is this the L2 trigger? NO! You’re a clown! This is the Switch! It’s called ZL!!

[h2]🐛 Bug (Real)[/h2]

Well, to stay true to the title, I will show one bug.

One day, we got a worrying report: when villagers reply to a listing, they should also include the crafting blueprint for the house they’re requesting to live in.

Only fair, right? If you’re going to make me build you a specific house, you better tell me how to make it!!

Anyways. The bug was that you weren’t getting the crafting recipes. How could this be? The game is broken! Oh no!

So, I sit down, prepared for a long day of debugging when…



Oh.
I’m creating the blueprint for the house.
But I never put in the code to add it to the player’s inventory.



Anyways, yeah that’s all for this month. Thank you for reading until the end and sticking with us!

We’ll be working hard to squash these bugs!

Not all of them are caused by my incompetence, promise! Pinky swear!!

Devlog #56 - Bug Season

The weather is warming up, and that’s where all the bugs are coming from! Ahhh! I hate bugs! Of both variety. Sorry if you like bugs. I’m just scared of them.

This devlog is going to be a short one with not many pretty pictures, because we have not done anything pretty.

We’ve been fixing bugs. In fact, it’s been so solely bug fixing that I’m going to have one header for this month…

🐛 Bugs


Yes, bugs.

One of the bigger ones that plagued my mind for days was how localization for Japanese came back with a sheet detailing concerns about repeating lines across different NPCs.

“How is that possible??” I thought. Upon further digging, it almost seemed like the keys (a unique ID assigned to any chunk of text that displays) are all jumbled.

That’s terrible!

I went into a mild panic because that means something went wrong in the export process of all the text, and with how many words the game has (over 100k!) it was a lot to…do.



Luckily, the issue seemed to be something related to the plugin we used for our dialogue trees. Outside of “Save”, “Save All”, and “Save As”, there was also a plugin specific action: “Save All Dialogue”.

Yup, you guessed it. We had to press that button for the engine to regenerate and apply keys to all the texts keys. Which we haven’t, because I pressed “Save All” in the regular menu and assumed it was the same.



Read the wiki and documentation people! People is me.

This sort of took up a whole week of scrambling and some 3AM emails, but now we’re on track! I think!



Bonus image: localization team confused by my terrible jokes.

That one solved, I also spent a day on one of the long-standing Snacko bugs: blue tint when you move between levels during day time.



You’re gonna love this one.

Essentially, we noticed two years ago that when you move between levels, like the town and Nobu’s house for example, the game would get ugly blue tinted.

After multiple attempts over the past 24 months, I have finally figured it out after an afternoon of piece-by-piece dismantling of Snacko’s lighting and weather system:

The fog I chose was too blue.

[h2]I repeat, the fog I chose was just simply too blue, causing the game to be blue.[/h2]

What was happening, was that the fog color that you can see in the world was changing properly, but the way the fog affects the sunlight etc. was not being updated until you swap levels. This is what I assume to either be an engine bug or a limitation of the half dynamic half stationary lighting system.



So in the above example, you can see the fog in the distance being green, but the world is not covered with a sickly green YET. When you switch levels, it updates the world to reflect how the lighting would be if there was green fog everywhere.

So yeah, I fixed the “too blue” bug by making the fog color “less blue”.

I love video games with all my heart.

The rest of the bugs we fixed are too boring to recount. If I told you about the bugs I fixed you would close this window and go do something better with your time, like eat dirt.

So I will spare you the details and end the devlog here.

[h3]Thank you for reading all the way to the end!