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  3. 2.0.0F - Let's Get Cooking!

2.0.0F - Let's Get Cooking!

[p]Hey neighbours![/p][p][/p][p]I hope you’re well! I’ve been loving all the rain we’ve been having in Melbourne this week. Today’s update is a nice chunky one so let’s go to it![/p][p][/p][p]First up the most exciting thing: cooking! You have been invited to a taping of Jordon Gamsey’s kitchen make over show at the pub in Garland East. Afterwards you’ll be able to purchase a pot (or borrow the one in the pub) and cook your own meals. The mini game is a memory game where each ingredient is assigned an action and you select the action to complete the recipe before the timer runs out. [/p][p][/p][p]Each NPC has a recipe for their favourite comfort food, you can collect them around the city after becoming good enough friends. Eating the meals you make comes with a buff specific to the NPC. Some of them are silly and some are useful so make sure you try them all![/p][p][/p][p]This update also has some nice quality of life features including:[/p][p]- NPCs now have a chance of giving you a gift back when you gift them, the chance is higher the better your relationships is.[/p][p]- Ravens now have a chance of dropping gifts when you pat them.[/p][p]- Recycling bins now sell stuff people have recycled (items, furniture etc). They restock daily and each one has its own items so check them all![/p][p]- Big updates to interaction radius to better handle stacked items and different kinds of input.[/p][p]- Tea recipes now only require one of each ingredient.[/p][p]- Using the toilet now removes any food related buffs you have that day.[/p][p]- Lots of new accessibility features including adjusting the timers on mini games, custom cursors and toggles for the sleep requirements.[/p][p]- You can now also use the back button to force progression and auto select the final option of text if you want to spam though long scenes.[/p][p][/p][p]In addition to all of that, this update has major changes to how the graphics and textures are handled in the back end. This is the last of the major optimisations I had planned, I’m sure there will be some more that come to me but now this is out of the way I’ll be full steam ahead on more QoL stuff and tasks.[/p][p]Thanks as always for your bug reports and sorry I’ve been a bit slower with replies lately, life has really being life-ing! But I really appreciate your support and I’m excited for the next bits![/p][p]I’ll most likely have one more update before the end of the year and then I’ll be taking a little break over the holidays to regroup and update the roadmap.[/p][p] step event.[/p][p]- Weather - Adjusted for low fps and per platform, decoupled the emitter and timer updates.[/p][p]- Player - adjust radius checks so they update when we change facing directions.[/p][p]- Changed room order effecting room start[/p][p]- Transitions - Added run_load_transition_complete for stuff that needs to happen on load when transition completed[/p][p]- Transitions - Added optional z placement control[/p][p]- Started adding positioning struct to all objects[/p][p]Depth sorting:[/p][p]- Full rework of depth sorting to group like textures and use passthrough shader. Note - there are still some transparency issues there for stacked objects.[/p][p]- Updated onscreen checks to stop things popping on and off screen across all objects[/p][p]- Added z control to depth transparency[/p][p]- Added tie breaker to prevent clipping.[/p][p]UI:[/p][p]- Refactored some UI areas for speed.[/p][p]- Added UI creation numbers and fixed context menu exit cases.[/p][p]- Fixed better button memory for tabs.[/p][p]- Fixed scrolls saving not from context menu refresh.[/p][p]- Better scroll and button memory for selections.[/p][p]Sprite baking:[/p][p]- Added sprite baking to NPCS with compressed sprites in general play.[/p][p]- Added sprite baking to player.[/p][p]- Added sprite cache control[/p][p]Surfaces and textures:[/p][p]- Added texture and surface tracking[/p][p]- Fixed UI scroll surfaces not being cleared properly.[/p][p]- Added texture flushing at various points including room change, dialogue box end.[/p][p]- Change all platforms back to 2048x2048 texture page sizes[/p][p][/p]