Dev Log #3
Hi guys, this is Sunny Side Up.
Let's start July's patch note.

There was feedback that said that it is kind of boring since Ellie and creatures are the only moving objects in the background from the last demo version.
Therefore, in order to reflect that feedback, we have created and put moving background plants.
It is great to have some plants that keep moving even the character stays still, but we thought it would be more enjoyable to have some movements when the player touches.
So, we additionally put the plants that sway when Ellie passes by.
During the test, we tended to go to the way where the plants move.
Compared to when those weren't there, it was less boring but more fun, so we all were very satisfied with this update.
<Weeds are swaying when Ellie passes by>

We know that it is a fundamental function, but we could not add it easily because Little Witch in the Woods is a pixel game.
The reason why was that if we allow adjusting resolution simply by zooming in or out without properly considering the players' monitors, pixels may be broken or look different even they are the same size.
Thus, we referred to other pixel games and tried to figure out how to make it smooth to solve those problems.
Then finally created a system for the players to choose between the two options:
Besides the resolution, we added features to select the screen mode like full screen, window mode, and full window mode.

We informed that we had developed to make the villagers behave with their own schedules in the last path note.
This time, we developed specific actions and movements with their schedules and applied them to the game.
For example, Rubrum will play with making castles out of sand in the village, and Arden will cook and light up a pot.
We hope you can experience villagers' own characteristics by finding out their unique actions while getting around the village or forest.
This is the end of the patch note.
We will be back with the next one.
Let's start July's patch note.

There was feedback that said that it is kind of boring since Ellie and creatures are the only moving objects in the background from the last demo version.
Therefore, in order to reflect that feedback, we have created and put moving background plants.
It is great to have some plants that keep moving even the character stays still, but we thought it would be more enjoyable to have some movements when the player touches.
So, we additionally put the plants that sway when Ellie passes by.
During the test, we tended to go to the way where the plants move.
Compared to when those weren't there, it was less boring but more fun, so we all were very satisfied with this update.


We know that it is a fundamental function, but we could not add it easily because Little Witch in the Woods is a pixel game.
The reason why was that if we allow adjusting resolution simply by zooming in or out without properly considering the players' monitors, pixels may be broken or look different even they are the same size.
Thus, we referred to other pixel games and tried to figure out how to make it smooth to solve those problems.
Then finally created a system for the players to choose between the two options:
- The first option is to set as intended by the graphic artist.
If you choose this option, the game will be set in the form of 'Pixel Perfect' with the initial pixel size with all the objects in the proper position. However, if the
player's monitor is not the same as the initial pixel proportion, there will crops at the top and bottom (or both sides) like when you watch a movie. - The second option is adjusting the resolution to fit the entire screen.
Then the crops will not appear, but 'Pixel Perfect' will be broken, and the viewpoint may slightly change.
Besides the resolution, we added features to select the screen mode like full screen, window mode, and full window mode.


We informed that we had developed to make the villagers behave with their own schedules in the last path note.
This time, we developed specific actions and movements with their schedules and applied them to the game.
For example, Rubrum will play with making castles out of sand in the village, and Arden will cook and light up a pot.
We hope you can experience villagers' own characteristics by finding out their unique actions while getting around the village or forest.

This is the end of the patch note.
We will be back with the next one.