Dev Log #4
Hello,
Sunny Side Up here.
Recently, the updated demo was released only for the patrons who participated in crowdfunding in Korea.
Today's patch note will discuss what features have been newly implemented and why in the updated demo.
We hope that today's patch note helps both those who have played the updated version by explaining the reasons and those who have not yet by introducing updated features.

This patch note will be uploaded in twice because of its length.

It's the UI that has already been uncased several times in the previous patch note.
Compared to the 1st demo, which was quite decorated, it becomes more straightforward to focus on its function.
We finally recognized that UI is a part that we need to keep revising until the development gets completed while receiving various feedback and applying those.
Therefore, we decided to decorate it when the development reaches its final stage since leaving the UI like the current version will be easier to modify immediately after receiving player feedback.

In the 1st demo, the players needed to put the ingredients by selecting each from their inventory into the processor to use.
Some material requires two of an ingredient, while some other requires three of it.
It comes to our mind that the player's action to find appropriate ingredients from their inventory and insert the exact number of those does not make the gameplay genuinely more enjoyable--including providing results and information after the player correctly puts appropriate ingredients--.
We finally concluded that those action and process would be annoying as the gameplay progresses. Thus, the processing procedure has been entirely reorganized as follows.
In addition, we were asked to increase the number of processes that can be done at once after the 2nd demo. This will also be improved differently later on.

Initially, the door to the making room was in the form of a ladder on the right side of the entrance of the witch's house.
It was hard to recognize as an entrance, and there were many cases that the players went wrong since it was close to the house entrance.
We believed that we should improve this feature, so as a result, the ladder was changed to a small elevator in the 2nd demo.
We put some distance between the house entrance and making room entrance.
Plus, we developed to make the entry appear when Ellie interacts with a pattern on the floor to eliminate direction errors.
In principle, the elevator moves up and down by a floating rock in the basement of the witch's house.
The very first idea of Ellie's interaction was 'make it move when Ellie steps on a pattern in some order.
However, it was not able to do so since Ellie has dramatically small feet.... Also, if it repeats, it may be annoying.

When it was implemented for the first time, we worried that it would be inconvenient because the player has to interact differently and takes time to make a movement in the game.
After few tests, we concluded that it would be fine, so we could formally implement it.

In the 1st demo, Ellie gets happy if the potion making succeeds and gets frustrated if it fails. Other than Ellie's reaction, nothing gets different.
We thought that there should be more clear notice to the players when the potion making succeeds or fails.
So we made separate effects regarding the result and applied.
The effect will look like a facial expression, so when the potion making succeeds, the effect will look like a smiley face, and when it fails, the effect will look like crying.
This is the end of today's path note.
We will back with the following patch note with changed features and reasons.
Thanks!
Sunny Side Up here.
Recently, the updated demo was released only for the patrons who participated in crowdfunding in Korea.
Today's patch note will discuss what features have been newly implemented and why in the updated demo.
We hope that today's patch note helps both those who have played the updated version by explaining the reasons and those who have not yet by introducing updated features.

This patch note will be uploaded in twice because of its length.

- 1st demo: The demo that was on Tumblbug and Steam Next Fest
- 2nd demo: Updated ver. of the demo that was released only for patrons in August

It's the UI that has already been uncased several times in the previous patch note.
Compared to the 1st demo, which was quite decorated, it becomes more straightforward to focus on its function.
We finally recognized that UI is a part that we need to keep revising until the development gets completed while receiving various feedback and applying those.
Therefore, we decided to decorate it when the development reaches its final stage since leaving the UI like the current version will be easier to modify immediately after receiving player feedback.



In the 1st demo, the players needed to put the ingredients by selecting each from their inventory into the processor to use.
Some material requires two of an ingredient, while some other requires three of it.
It comes to our mind that the player's action to find appropriate ingredients from their inventory and insert the exact number of those does not make the gameplay genuinely more enjoyable--including providing results and information after the player correctly puts appropriate ingredients--.
We finally concluded that those action and process would be annoying as the gameplay progresses. Thus, the processing procedure has been entirely reorganized as follows.
- When the player operates the processor, a list of processable material appears.
- When If it is able to process it right away, the name of the material will appear in black. Otherwise, it will appear in red.
- When If the player selects one of the materials from the list, a brief description of the material will pop up.
Plus, you will be able to process it right away without selecting one by one from the inventory if it is currently possible to process.
In addition, we were asked to increase the number of processes that can be done at once after the 2nd demo. This will also be improved differently later on.



Initially, the door to the making room was in the form of a ladder on the right side of the entrance of the witch's house.
It was hard to recognize as an entrance, and there were many cases that the players went wrong since it was close to the house entrance.
We believed that we should improve this feature, so as a result, the ladder was changed to a small elevator in the 2nd demo.
We put some distance between the house entrance and making room entrance.
Plus, we developed to make the entry appear when Ellie interacts with a pattern on the floor to eliminate direction errors.
In principle, the elevator moves up and down by a floating rock in the basement of the witch's house.
The very first idea of Ellie's interaction was 'make it move when Ellie steps on a pattern in some order.
However, it was not able to do so since Ellie has dramatically small feet.... Also, if it repeats, it may be annoying.

When it was implemented for the first time, we worried that it would be inconvenient because the player has to interact differently and takes time to make a movement in the game.
After few tests, we concluded that it would be fine, so we could formally implement it.



In the 1st demo, Ellie gets happy if the potion making succeeds and gets frustrated if it fails. Other than Ellie's reaction, nothing gets different.
We thought that there should be more clear notice to the players when the potion making succeeds or fails.
So we made separate effects regarding the result and applied.
The effect will look like a facial expression, so when the potion making succeeds, the effect will look like a smiley face, and when it fails, the effect will look like crying.

This is the end of today's path note.
We will back with the following patch note with changed features and reasons.
Thanks!
