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October 25 Update

Happy belated Halloween!
[p]Our last Update Post might not seem very long ago (which in fact is true because I posted it two weeks late in case you didn’t notice) so therefore this post will be as short and sweet as a Halloween treat! [/p][p]Or will it???
[/p][h2]So what did we do last month?[/h2][p][/p][h3]1. We added a Night Theme![/h3][p]As mentioned in last month’s update, Luca wrote a magical Night Theme we implemented into the game this month. It’ll play every night/evening from around 9 pm until 12 pm and signal you that it’s time to pack up your tools and finish your garden work for today. (You can still stay awake until 1 am and will not lose any progress for falling asleep in your garden, just in case you’re wondering.) [/p][p][/p][h3]2. We playtested approximatley 24% of the game![/h3][p]We finally playtested up until the 2h 30min mark of the game which is around 24% of the main game’s playtime (meaning: if you only consider/do main quests and nothing else). The only game breaking bugs we encountered (and fixed) were: [/p]
  • [p]You weren’t able to input nails into the recipe of the main quest relevant Repair Potion. This happened because the crafting system only considered garden yields and their similarities (because most potions just need x red crop yields for example). Stupid! [/p]
  • [p]Absolved quests didn’t load properly. That one was partially the cause of us not continuing our save files/not playtesting longer than an hour. This funnily (and stupidly, again) happened because the absolved quests weren’t saved properly! We tried to save/load them as a temporary scriptable object in a way that didn’t work. But now it does! [/p]
  • [p]The skip time-function called when waking up from sleeping miscalculated the time to skip when changing weeks (sleeping from Sunday to Monday). Therefore the old (before sleeping) and new (after sleeping) phases (1/96 time segments of a day in our game) didn’t match up, meaning the old phase was higher than the new phase (767 from last week vs 128 from this week), meaning that the game’s time system didn’t work anymore. The function now consideres week changes too lol. [/p]
  • [p]Falling asleep in the Herbit Map breaked the game’s UI so that you couldn’t exit the Herbit Map anymore. AHHH!!! [/p]
[p][/p][h3]3. We technically finalized the Herbit Map! [/h3][p]After visually finalizing it last months we added some transform position feedback animations, some unnecessarily crazy expedition agent paths to the map’s islands, and made the ingame tooltip system work with both world and UI objects (before that only certain/auto-filled UI elements had working tooltips lol). [/p][p][/p][h2]And what are we currently working on?[/h2][p][/p][h3]1. We’re still working on dialogue portraits! [/h3][p]We already made the first/most important 5 portraits of Golembert, Helio, and the Herbit and will add them to the game this month and/or once we have a couple more ready to implement. Next up to add are Susu, Milly, and Maynard! [/p][p][/p][h3]2. We’re trying to improve our quest information design! [/h3][p]We stopped playtesting after 2h 30min mostly because the main quest got so complex that we needed more information in the game to fulfill it. The specific quest that I’m talking about requires you to make 2x Unbinding, 2x Neutralize Magic, and 2x Dissolution of Contract Potions. All three potions need an Expedition Item (scissors, soap, and notary’s hair) as well as 5 different garden yields in total. That’s a lot of information you need to know to fulfill this quest!!! Therefore we are trying to make more potion crafting information available in the ingame wiki as well as in the ingame questlog so you don’t have to go through the crafting panel ten times to check which specific red crop yield tier you need. [/p][p][/p][h3]3. We’re trying to playtest to a certain point! [/h3][p]Now that we reached the 24% main quest progress mark anything is possible, lol. Our goal for this month is to get to 36%! (wish us luck)[/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][h2]Remember to start your Christmas preparations early this year! [/h2][p]
xoxo St. Golembert[/p][p][/p][p]Haven't watched our last devlog? Watch it here: [/p][previewyoutube][/previewyoutube]