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September 25 Update

[p]Oh, I almost forgot to post abou-[/p]
DO YOU REMEMBER??
[p]THE TWENTY-FIRST NIGHT OF [/p][h2]SEPTEMBER???[/h2][p][/p][h3]1. We added the first tracks from Luca![/h3][p]Two months ago we shared with you that Luca Storz, the composer of Couch Monsters, REKA, and Dino Party, joined our team to work on our soundtrack! Since then he already composed an epic Joe Hisaishi-like main theme, some naturally flowing garden themes, an upbeat Herbit map theme (based on the main theme), and a wonderful night theme, meaning: he wrote 4+ songs already, which are all in-cre-di-ble!!!!!!!!! His songs are already implemented in the game in their ‘primitive’ Sibelius form (directly exported out of a composing software). They will be recorded properly later next year and then we’ll finally be able to share them with you! :-) [/p][p][/p][h3]2. We added some progression! (tower locked, ship arrives mid-week) [/h3][p]In its current prototype-y form all areas of our game were always fully accessible at the start of the game. Because that certainly is a bit overwhelming (e.g. meeting 7 NPCs in a day) and people tend to like to work towards things, we added a little bit of geographical progression to our game! Meaning: we made the Watchtower in the Upper Garden accessible after a certain quest and made Susu’s ship arrive on a later day of the week (but we might change that to a certain quest fulfillment day+1 too). Therefore you will now meet all NPCs over a longer period of time, learning about their specialities day by day (not all at once). [/p][p][/p][h3]3. We finalized the Herbit Map! [/h3][p]The Herbit Map now has a fully functional map (good), with 22 islands you can send expeditions to (to get items and seeds), cute Herbit mission agents sailing a boat (when you send them out), different sea monsters, wave animations, and a Herbit standing by for if you need help (he will give you a walkthrough/tutorial of the whole expedition system). Nice! [/p][p][/p][h3]4. We bug fixed & playtested the game! [/h3][p]We playtested the game in the editor and in a Steam build up to the (magical) 12% main quest progress mark again and fixed some stuff! Some bugs we encountered (and fixed): [/p]
  • [p] You always started a conversation with the Herbit when rightclicking a plant. That happened because the Herbit mostly walks from plant to plant and is therefore (because of his small size) often hidden behind plants. Therefore I thought it was a good idea to add a ‘start a conversation-listener’ to every plant you’re hovering over when the Herbit stands behind it. Sadly, that variable was never reset to null, therefore triggering on every plant rightclick. Lol![/p]
  • [p] It was really hard to water certain plants in pots because the distance between you and them (meaning: their pivot, meaning: their center/bottom point) was too big. We simply changed the distance calculation to player position to the closest point of the plant’s collider (easy).[/p]
[p]Some fixes we implemented: [/p]
  • [p] We made the Herbit Map, Potion Crafting, and Compost tutorials less annoying by only making them show after clicking the Help-button. Before that each of these panels started talking to you on their own (which was really annoying). Past me thought that was a good idea![/p]
  • [p] We added the possibility to hold SHIFT when hovering over a crop and scrolling through all crops you are currently hitting with your mouse. That’s a bit weird at first but it helps when you placed your plants too close to another and/or your plants were growing bigger than you thought, obscuring each other and therefore making all plants in the backrow unhittable (HOLLA). [/p][p][/p]
[h2]And what are we currently working on?[/h2][p][/p][h3]1. We’re working on dialogue portraits! [/h3][p]Now that the Herbit Map is visually (mostly) done, we moved on to some dialogue partner portaits! So far we only had the base expression of every NPC in the game. That’s why Alicia wanted to add all of Helio’s, Golembert’s, and the Herbit’s expressions to the game in the next couple of weeks! Each NPC will have around 10+ expressions so the final game will have at least 120 portraits! (wow) [/p][p][/p][h3]2. We’re trying to playtest to a certain point! [/h3][p]To be honest with you: playtesting and actually finishing a game is such a chaotic mess. That’s why we are still playtesting the game!!! (which we’ve been estimately doing since February this year?!?) I am just as confused by that as you are. We haven’t played through the whole game so far (just through around 12% of it) and that’s really the main goal in this departement. I’m almost certain that we will not reach that goal within this year but we’ll hopefully up our game (he) in the next couple of weeks! [/p][p][/p][p]And that’s it already for this month! [/p][p][/p][p]If you would like to playtest our game well before its (demo) release to give us feedback AND receive our game for free AND get a Steam gift card as a compensation for your efforts then you should consider following us on any social media so you do not miss the start of our beta playtesting program next year!!![/p][p] [/p][h2]Juanín, ¿por qué nunca me traes el café a tiempo? ¡Así no se puede trabajar, hombre! [/h2][p]xoxo Tulio Triviño[/p][p][/p][p]Haven't watched our last devlog? Watch it here: [/p][previewyoutube][/previewyoutube]