September - Pushing Through & State of Demo


Monthly devlogs seem to be a little easier to manage. Means I don't have to keep track of what's done what day, just add it to the list of things completed.

  • Finished convenience store background art
  • Finished store UI, so shelving for convenience store, purchase buttons/sounds, 'shop' button
  • Finished convenience store music & ambience, as well as 'purchase' sound effect
  • Finished gift UI and inventory UI, as well as the Sampod icon's for your inventory, the lottery button, and rent function
  • Finished convenience store Sampod icon
  • All standard gifts are purchasable at anytime from the convenience store. You can purchase these gifts any time you want as they are always available, and you can buy as many as you want, but you have an inventory space of 6 slots, and the gifts do not stack. You can carry a max of 6 items at once. You will be able to purchase standard gifts and give them to characters of your choice for the demo.
  • Special gifts will show up in Mall-Mart Grocery 2 at a time and will be random. Since Mall-Mart Grocery is not a location yet implemented the special gifts will also not be implemented. When the demo is finalized, special gifts will not be included, only standard gifts. You can purchase only one of each special gift per instance, unlike the standard gifts. Once the special gift is purchased, you will be unable to buy it again until it shows up in the store again. You can have as many of these as you want as well, but inventory is still only 6 items at a time, and the gifts do not stack.
  • Planning to change the particle effect that happens when you interact with a character to show plus signs/hearts that match the colors of the orientation flag of each particular character. Alex, who is pansexual, will have pink, yellow and blue plus signs/hearts, Reynash, who is heterosexual, will have black, gray and white symbols, etc.
  • Unintentionally found a solution for a problem I faced with my game jam project All of my Tomorrows, where I couldn't figure out how to let players change the volume of the main character's voice.
  • After my experiences working on the game jam project AOMT, I've been tediously fixing and changing a lot of things, including the resolution of the game and where the UI sits in conjunction with that, and adding ambience and music to their respective audio mixers so they can be controlled by the options menu. I'll fix more as I come across them. I've also been condensing Fungus blocks, which if you've worked with Fungus in Unity, you know what I mean, but basically most actions/triggers/scripting in Fungus happens in programming blocks.
  • Received the lines for Reynash from my good friend who stepped in to voice him after BTVA's Casting Call was shut down (and because no one wanted to voice him for some reason.) Still searching for a new place to put out feelers to get some VA's interested in helping me with my project.
  • Working on implementing the money system. The currency/economy system is quite simple, just a bunch of adding and subtracting, I just need to make sure I keep it simple, as my code has a tendency to run away from me. As it stands I may need to re-write some of the code for other systems.
  • Finished rent, lottery, purchase/buy, and work function, which all add/subtract money. The lottery provides a 1 in 10,000 chance to win $50,000. I may increase or decrease this, but the odds are still pretty astronomical. I think I bought lottery tickets until I reached a negative money balance of 20,000 and still hadn't won it lol. All gifts have a price that will decrease the amount of money you have, and you can only earn money once per day in conjunction with the work function, which also allows you to only work once per day.
  • Implemented the rent system - the rent will not be payable on its own, but it will come out of the players money account on the 1st of every month, even if it puts the player in the negative. There will be no Sampod app (despite the graphic I made for it, insert sad face here) that allows the player to pay the rent on their own. There will be no punishment for not paying your rent, it will always come out on the 1st, but if you are in the negative with your funds, you will be unable to buy anything else, which prevents you from purchasing gifts, lotto tickets, and advancing most stories.
  • Considering that I have standard functionality working with most of the core aspects of the game, I'm going to devote the rest of September to cleaning some scripts up, finalizing gameplay, implementing lines, and doing the options menu and save function, among a few other house keeping things to push the demo closer to completion.

I'm releasing this devlog earlier than the end of the month, which was when I was going to publish it, because I don't feel like there is anything else that's more meaningful to add. Going forward from here there are no serious things to implement or document the implementation of. Small sounds, tweaking functionality, adding titles and descriptions, coding in the lines for characters, etc. A lot of what I'll be doing has been mentioned already that I'll be working on it, and/or isn't important enough to keep a list of for the devlog. So wish me luck! I hope you are all having a pleasant start to the spooky season. 

October is a busy month for me. It has 2 birthdays (mine and my fiances), Thanksgiving (I'm in Canada, eh?), and Halloween, so there will be a lot of decorating, cooking, and general not-on-the-computer activities. I still hope to achieve quite a bit, however, because I've taken a few weekends off towards the end of the month, so I hope to get quite a lot achieved then. Maybe I'll be able to release the demo for my birthday! My own birthday gift to myself, hahaha. Who knows.

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