Did some coding to make font size adjustments smoother and also drew almost all of the security guards sprites. i did most of the design and sketch untracked/ off camera tho to keep art hours down a bit
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Did some coding to make font size adjustments smoother and also drew almost all of the security guards sprites. i did most of the design and sketch untracked/ off camera tho to keep art hours down a bit
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Small update i kind of uh deleted the whole game folder lol
i was able to recover the version from 5 days ago
and the character sprites
but uh the code from this devlog is gone because i didnt commit it to the gh repo
its not like it was a lot but it is kind of sad ngl
I made this hallway background, designed the main rooms the game will be taking place in, made some background sketches and worked on figuring out the ships basic layout. Its not going to be very realistic or aerodynamic, but i tried to at least make it make some sense/have some logic behind decisions, like placing the kitchen the furthest away from the engines as possible to avoid contamination etc. I also fixed some spelling mistakes and added some notes to the “voice beep” code to make it easier for myself to remember what does what, and I sped up wrens voice a bit.
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Menu styling that nobody will even notice lets go. Basically the choice menu is a bit more centered for this specific choice and also the text has a custom dissolve effect and that took me way longer than it should have.
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Finished and exported the drawings and put them in the game! They kind of overlap with the textbox in a weird way, but it doesnt really look that bad in my opinion, just kind of weird, so its fine
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Im done with rendering everything yay! now i just have to make the frame actually look like a tv and the cutscene will be done, and ill move on to drawing the regular backgrounds which will hopefully take a lot less time. Also i forgot kits braid again, i only noticed while writing this… but its too late in the evening to draw more so ill fix it tomorrow
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Finished lineart+flat colors of the first cutscene, only a little bit of rendering and that one will be done. Im still working on getting the bluescreen right tho lol. Also setup some stuff to have all the characters have voicebeeps, i basically just adjusted the code i already had for tritici
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oh no i forgot kits braid T-T hopefully ill remember to fix that next time
Rewrote endings to all be labeled as either good neutral or bad and also wrote another ending in which you just miss all the plot because you sit in your room all day
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I continued drawing the first cutscene! Im not good with perspective and it shows 
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Continued drawing the kit cutscene!
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More music wow also removed some voicelines
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More music idk what to say its not very good but im trying. Also added more voice-beep variations to the game yay. Heres the music beepbox link, so here people can try listening to that, if this link works that is, idk if it will https://www.beepbox.co/#9n31s2k0l00e04t2ma7g0fj07r1i0o432T1v1ua9f0qo1321d23A0F0B2Q2010Pf770E261278T3v4uaef0q0x10p71d23Sp99f9c9Vppbaa9gE1b9T7v1u28f10s4q011d08H_--D---ZBLRS-Sh8IbE0T4v3uf0f0q011z6666ji8k8k3jSBKSJJAArriiiiii07JCABrzrrrrrrr00YrkqHrsrrrrjr005zrAqzrjzrrqr1jRjrqGGrrzsrsA099ijrABJJJIAzrrtirqrqjqixzsrAjrqjiqaqqysttAJqjikikrizrHtBJJAzArzrIsRCITKSS099ijrAJS____Qg99habbCAYrDzh00E0b4xd00000000h4h000000014h000000004h4g0000000p21IFE-k7niCFW5OEe0FGBrasUnwqK-Da5OHGarqWkR_F7PlBRdmmhVBJdkxjj9YBBSkRpJRZmohxjnW2CCWG3waw01jny1d6lnCplmnBln4u800
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The main menu now has music, and honestly i think its not even that horrible, considering i have no idea what im doing here lol. Switching from a professional DAW to beepbox was definitely the right choice, its so much easier to understand and there are less settings to mess up
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Im trying to make character voice-bleeps like in for example undertale, and ive tried having like small variations in the audio files so that its more dynamic or smth but it just sounds really weird ngl. but technivally speaking the code works just fine
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drew some more cutscene frames
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Started drawing the first cutscene! (Kit making a videocall. he knows how to use a camera. probably)
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Working on letting people play as ship staff too. I now have 5 major routes planned, one mostly done, with 3-4 endings per route. I doubt most will be done before flavortown ends tho, so for flavortown im still mostly focusing on the passenger routes
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Little menu update again :) its looking a bit better now. I accidentally didnt track the time it took me to draw the new part tho, only the coding lol :,). And it does change sizes depending on how many menus you have unlocked
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Wow 20 hour mark passed with this one. This project is getting a lot bigger than i thought!
Did some more menu styling to have it look kind of ok? still not fully happy with it, but whatever
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Did some textbox design and changed some text alignment. its not great but its better than nothing ig
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Added the sprites for this character until the point where you meet the security person, also put the thing that shows greyed out dialogue options in options.rpy instead because in script.rpy it was only loaded once at the games start so when youd reload the game/your save the greyed out options just didnt show up at all which is bad
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Finished the sprite and made a happy version 
Adjusted the sketch to look more acurate to the character!
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Added some more sprites at fitting parts of the dialogue, also started drawing a sprite looking more directly at the camera
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Added some of the sprites to the game and resized them, also drew another tritici sprite
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Drew Triticis shocked sprite! I thought for some of his more scared moments his just slightly nervous idle wasnt enough, so i drew this sprite! I based it off his sad sprite so i saved a lot of time, yet it still took me almost half an hour :,) At this rate im not finishing the project before flavortown ends.
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Drew two more sprites and added them to the game!
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Cleaned up and finished triticis idle pose. Altough i might still add keychains to his bag later
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Drew the sketch of this cuties idle pose. Im going to draw the sprites for all the characters that show up in the security route now (hopefully) and add them to the game!
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New ending to the security route, in which you dont even want to do one simple errand run to help save the lifes of the technician and mechanic, and instead just ignore the situation after witnessing the destruction the saboteur caused. If youve chosen more than 2 mean choices up to this point you can also be extremely mean about it.
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Another ending of the security route. You get this ending if you dont waste any time and then distract the saboteur long enough for her to get knocked out by the technician
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Second ending, in which you arrive at the engine room early enough to help/ dont waste any time, but overestimate your own abilities a little much. Dialogue in the images is obviously not all that i wrote, but gets the ending across pretty well in my opinion
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Wrote the first ending, which happens if you just run around a bit without doing anything significant to help. Features some very realistic tech repair 
(unrelated to the coding stuff, i have started looking for more voiceactors on reddit of all places. Bad choice? Mayhaps. But it also might work)
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Wrote the small story part to be completely different and not have anything to do with real events. Also changed some stuff in screens to fix a graphical error caused by me restyling the notification window.
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I wrote a whole lot more script and even wrote an ending, however i think i might need to slightly change it, because it has a small story section that has a few to many parallels with a very recent political situation (which, for the record, happened after i wrote that part of the story)
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Voiced and added all of kits lines. I couldnt upload audio for some reason, so heres some code to prove it. Went on the lookout for some more voiceactors too
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The captain makes a non-passed out appearance and instantly looks for his bestie asdfghjkl
Also starts dying again like immediately after lol
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Greyed out some options that lead to routes for which i dont have the time to put them in the demo of the game
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FINALLY some DRAMA
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A little tutorial notification :D . And the button now only shows up at the time of the notification!
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Made this button that toggles a placeholder for a minimap. Now i just need to figure out how to only have it show up after the player actually got the map… (ignore the random hyprland notification)
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More dialogue etc. You can annoy the security guard at the bridge now!
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I wrote more dialogue. Idk what else to saaaayyyyyy T-T
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More story and little nuances in it depending on how nice you are! i really dont know what else to say about this ngl. You can now unlock rants about cool fictional vacation spots!
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Wrote more story (The scientist guy rants about the convention hes traveling to, and if youve been nice enough and you are heading there too he invites you to hang out there) and fixed the game not starting. However, the buttons are still in the wrong spot :(
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I split up the code I already wrote and some new stuff in different script files for different routes, because i decided to be a bit more organized than usual with this project.
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The project doesnt start rn because i messed around with the layout of items in screens (I was trying to make the buttons on the bottom be on top of the screen instead). So you just have to deal with the code screenshot for now. I worked on some more dialogue. The more mean you are to science guy, the ruder he gets (reasonably so), and if youre mean you also dont get a choice as to where on the ship youll look for the other passengers/more info on the quarantine
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More story + reactions to more names!
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I continued the story. Now if you already made a joke in the first choice scientist guy realises that you were joking this time and goes along, plus he likes mc 2 points more after that and gets more confident/less anxious in interactions with mc!
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it wasnt really that hard to make because renpy has a built in feature for that apparently, but that took me long to figure out. the wiki is written so confusingly
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Update that doesnt fit in a seperate devlog: I found voiceactors! (or at least two)
Added a new font, BUT also an option for a less fancy, more readable one (it also gets bigger if you select the readable version). And i added the possesive pronoun to each option in the pronoun select screen
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I made the most custom custom pronoun thingy i could think of, and am very proud of it! (pronouns in pictures below are just examples, you can freely type whichever you want!)
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Made a pronoun selection screen! I will add support for custom pronouns soon.
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3 pronouns (as in he/him/his) would be cooooool
really cool you should add Battle helicopter or Transformers
Implemented a choose your name feature! And i put safeguards in place for certain horrible ideas (The narrator reacts and then the game crashes. Im planning to make it delete your saves as well, just for funnies)
I made the first dialogue that changes depending on a variable just to see if it works and it does. so basically the mc after you made a choice “remembers” that and the later dialogue branches off and comes back together again only with a slight difference of dialogue and a bonus/minus in the scientistlikes, so it still progresses in a kind of linear way but with differences if that makes sense???? Like not “dialogue choice and it jumps to different branch” but choice and it later changes some sentences in the same branch??? Idk its complicated to explain and my brain doesnt english today
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I continued making the music idk. i forgot to track more than half the time it took, very frustrating
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Started making the theme for the main menu. I have no idea what im doing and it doesnt even sound good. Music is not my domain. Also lmms is very scary just look at the interface. ik what this stuff means (mostly) but still its terrifying
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I made a relationship system with the characters (meaning how much they like/dislike you) which unlocks endings, and a personality-points system (that determines the mcs personality) that unlocks/locks certain choices!
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I drew the sad and shocked pose!
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Lots of dialogue and custom exit box!
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Made the characters second pose + did some minor bug fixes in the code controlling the textboxes
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I edited some of renpys settings, for example i removed the back button, as well as quicksafe and quickload since your decisions in the game should actually be considered well. I also changed font size, and will change the font once i figure out where to put it.
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I take some things back, it is kind of useful? i found out how to translate the weird method_number stuff, however i do think these are model-specific and blockbench just doesnt do not-obsolete code so idk how to get this entity in the game properly
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So im still debugging here, nothing works at all. I finally found some code to reference, or rather someone gave it to me which was really nice but even after decompiling that it was completely unreadable. Maybe it was because of the decompiler i used idk but it doesnt help at all T-T
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I drew the sketch of first character sprite for one of the characters on the spaceship! Tracked with lapse, since apparently were allowed to do that 
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Trying to create the render class but nothing works and i have no idea why. I finally found a tutorial, but its outdated so almost everything doesnt work (yay/s)
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So i got the errors to disappear by just deleting the issues. Code below is the stuff i deleted. Seems important but i was told its fine. Im currently trying to get the renderer to work, however that doesnt work well either. More unexplained errors! T-T
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I managed to get almost all errors away by badly improvising with random snippets of info that might not even work, who knows, and also just completely removing the float red float blue etc stuff, but these stupid override errors dont go away no matter what i do, it sucks so bad T-T
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Added some more place info to bonadan
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ignore some of the wrong text, i copied the layout from dathomir and still havent adjusted everything
Got the error number down a little bit by re-exporting the model from blockbench with different settings and changing some class names to make them importable
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I finished the dathomir layout. Since the players havent really collected much more information other than what i added until now just yet, this is about it. But once they progress further on their quest and find more data discs i will of course update the site with a few more planets
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Added little infoboxes on the dathomir page for people places and plants and animals on the planet. Also restyled index a bit
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I updated the way divs were placed on index. Before they were all just floating left and the right side of the screen was kind of empty, im fixing that. Somehow the webring widget ended up on the bottom instead tho… Also i started working on making it work on mobile too! I also added my youtube and tumblr to socials and added java as a programming language that i know
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I tried again against everything i had planned because i cannot have a peaceful day tomorrow until this works. IT GOT WORSE SOMEHOW! For whatever reason this thing does not import the packages i tell it to, and only after 5 times of typing the exact same thing does it even recognize that they EXIST. So thats why it doesnt recognize most of the methods etc the file is supposed to reference. I think it might be a problem with the api and/or the IDE, so this time i will ACTUALLY give up for today and try again tomorrow (also thx intellij idea for the feedback for my very sane notes, very helpful /s)
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so ive been TRYING to get the placeholder model to work for the past half hour but it just doesnt work, so ill give up for today
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The skeleton now attacks all other skeleton types. Idk why, i thought it could maybe give fuel to my friends theorizing about the mods lore :). Also i added the base registration for “corrupted endstone” and “corrupted obsidian”. Also I just found out that i can apparently look at the class code that im making a child class to right in intellij idea, and the code of other childclasses (in this case HostileEntity Mob Entity, and everything parenting that) thats so helpful, i was just googling/ guessing stuff before. Below also the beginning of my blockbench modeling attempts, which i forgot to edit to my last devlog. im a bit further than this now
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The skeletons i want to add can now attack the player (probably, havent tested it yet), stare at entitys around them, and get attracted by fancy crystals (who wouldnt). Also i started making a custom model in blockbench ( that modeling time isnt and wont be hackatime tracked dont worry, i just wanted to mention that i started working on it to explain why i dont have much coding time logged today)
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This. This code below is what took me 22 minutes to figure out. Thats a new low. And all because I didnt get the difference between mob entity and hostile entity.
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I tried to add custom leaves to the mod to generate custom trees at some point but they dont work for whatever reason :( so heres just the texture. Also i downloaded blockbench to make custom mobs but it crashed my pc when i tried to start it
I set everything up, and since i wanted this to be at least somewhat useful im trying to implement a timer function (i am failing so bad omfg)
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The longan fruit now has a new texture and an opened version which gives you less hungerpoints (? tf is that called in english when youre NOT hungry anymore in minecraft), for reasons.
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Crystals now arent as slippery anymore and dont launch you hundreds of blocks away anymore (ik ik im very sorry), and they now get destroyed by pistons! Also the end wood is now flammable
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The crystal actually drops purple crystals now when broken! Also, i made the wood actually as hard to break as other wood, and also made the crystal block slippery like ice :) 
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so i stepped on one of the crystal blocks and i think ive overdone it with these settings… (i got teleported away instantly) :,)
I added a loot table provider and now the end wood drops wood always, and the crystal block drops when mined with silk touch, its also supposed to drop 3-5 singular crystals when mined regularly tho, which it doesnt. Picture below is the test world i made while trying to get it to work
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I added a new wood type :D its outer shell thingy (vocab where are you) is extra thick because the climate in the end cant be very friendly right? At first the vertical texture didnt load, but that was only because i forgot to have cube column parent that model file and instead just used cube which only supports one texture apparently. But it works now yay! I forgot to add it to the creative menu tho, gotta do that now
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looks cool!!
the bark?
Added the longan fruit with a kind of bad model ngl. im working on it ok? It is now eatable and restores 2 hunger thingies
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So… I had forgotten a file (again). It works now :,). Sounds like glass when broken btw
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So i added the crystal block, and the in hand and inventory model works, but once i place it… Also the name is wrong, but thats my smallest problem rn. But all that is a tomorrow me problem! (Or a me in 5 hours in the middle of the night when i cant sleep problem)
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You know, its much more like an actual update if there isnt a seperate creative tab! (i failed implementing it. it refuses to show up. its been almost an hour. i give up.) Lets continue with blocks instead!
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The item texture now works! Turns out i forgot the file telling the mod where the model file was, whoops. Also the item is now usable as very good fuel, almost op, but since it will be found exclusively on the outer end islands i think thats fine, since the player likely already has very good items at that point. Lore-wise good resources like that could also explain an advanced civilisation in the end (since im trying to make some more buildings/structures there kind of also has to be a bit of lore like that, right?) Also i started setting up a custom creative tab for the mod!
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I got the item name to work. Texture is still an issue. Also the mod somehow thinks its for 1.21.11, but the minecraft developer plugin only goes up to 1.21.8 apparently, so idk what im supposed to do now, because i cant change it in the configs without the build failing, but i literally cannot use code for 1.21.11 T-T. Im just going to create a new template for 1.21.8 and copy the code i already have there ig, then i can also fix some mistakes i made with the folder structure that gradle currently blocks changing.
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So i finished making the first item and it does show up in game (without a texture) Also i made a horrible crystal texture in aseprite, which is what ill implement next, hopefully. Also added the item to a creative tab. I will, however, make a seperate tab for the mod one i have enough items
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So apparently all the errors were my fault after all. I thought i made a fabric template for a whole different version of minecraft, so i was using the wiki for that one, which was wrong. (in my defense, i did create that template at 11pm so my memory is kind of warped). I fixed it tho, works just fine now :,)
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I keep trying to create a way to register items easy-ish, and this stupid thing gives me increasingly more stupid errors, even tho i am EXACTLY following the documentation at this point, and i have absolutely no idea what im doing wrong
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bro is doing what mojang refused to do
I set everything up and edited details like the mod description etc, also did some setup to implement the first item
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I animated the position marker on dathomir and also styled some more stuff and changed some writing to reflect the situation in the campaign rn
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It works and is done now yay, right on time! I learned a lot of new fun things about css while making this!
Made the starting page with a fake blog :) I just found out you can style scrollbars apparently, very fun
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Added the guestbook which i host on atabook, since i dont have the time to code in an actually functional one myself
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A you failed page with the coolest ads ever!
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I like stupid animations like this way too much
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tho it still looks kinda bad ngl, maybe ill make the animation more symmetric?
The first borked submission I saw here! Is there a available demo?
There isnt a demo yet, but there will be one today!
I fried some pages i already made with tons of filters. Example in the picture is an effect i like a lot if you take a specific shade of a color as background of a text and make the contrast as much as possible (in this case its contrast 3000% and rgb(134, 145, 131))
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Highlighting the high contrast text also looks really cool, glowy
Found a wonderful readable font and styled everything some more :D
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I made an animated cookie jar. The reason this took so long is because i didnt realise you could put multiple movements after each other in the same animation thingy with these percentage things, and was painfully trying to get multiple different animations to play after each other and then loop the sequence, not only the last animation. Which didnt work. But it works now so yay
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Made an accept policy button that makes a “next” button appear that constantly flies away and gets teleportet back to the start!
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Made a giant very reasonable privacy policy text :)
With scroll function!
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Finished styling the captcha task and made it functional-ish? Its not the prettiest, but it works. I made heavily edited stock pictures for it btw. And yes, one of them actually depicts a human.
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Btw I did that yesterday, but devlogs werent working
Started making the easy to solve captcha!
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Styled index and dathomir, also the font works now (finally!!)
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Since we have a dnd session today i rushed to make the first, most important map work- the map of dathomir. I made the choosing function work, now I only have to style it (in about 15 minutes) and upload it to github pages T-T. Thats gonna be stressful lol. I will add more planets later
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I created the welcome page, or at least started doing that. For that, to make it as horrible as possible, I randomly picked the colors from the options that come up in vscode if you type “background-color:”. Looks pretty good in my opinion!
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