Release logs
A bit of a stall as I work through some work and some bugs
Added
more and more and more art, objects, etc
Added
warehouse menu improvements
Added
transdimensional gumball machine
Added
variable game difficulties
Improved
data vectorization on some larger elements that are bigger than a single varible, to reduce db calls
Added
started work on the "plex flex" where interdimensional actions randomly occur
Improved
art, menu backgrounds, and font changes
Improved
sales loop with additional variables and outcomes
Added
tools now work (as in they act upon “junk” objects to break them up and remove map obstructions
Added
more map data (and the base of the map is pretty close to complete now)
Added
sale loop improvements including chance of mutliples and chance of stolen
Improved
redesigned my database architecture
Fixed
playtesting on the steamdeck has given me lots of insights into little play-related bugs that I log and fix
Added
the initial notification popup box that feeds the last 6 notifications into a hidable modal window in the lower right corner
Added
the product decay loop calculation into the sleep cycle, so now products age and go bad as time passes
Added
a random gamename generator, for both funzies and because typing on a gamepad/steamdeck is a barrier
Fixed
lots of play-test revealed bugs
selling is fun. now on steamdeck?
Compatibility
ported into linux and got running on steamdeck
Added
a product dashboard that lets you track product info and change the prices
Improved
a more feature-rich cash-flow data screen that tracks spending and earning (simple) across time and stores it more complexly
Improved
the sales loop now pulls in a complex array of data based on everything from shelf type to location parameters
Improved
a bunch of tiny ui improvements
Improved
lots of database enhancements including ansyncronous updating
The completion of a game foundation is at hand with the addition of product actions that allow for the sale and aging of objects.
Added
the initial overnight calculation loop where products age with time
Added
the basic sales loop where products get sold when the store is open
Added
ability to add initial "junk" scattered in the room to provide obstacles
Added
player can place and pick up objects to/from shelves in the world
Added
more sounds in the ui
Added
toolbelt works and acts similarly to inventory but for 4 tools
Added
a player wallet and (sad face) things now cost in game currency to buy
Improved
code clean up and a new modular code flow for switching rooms
A massive push into some object-based fun.
Added
the warehouse menu is rough but functional, building a daily manifest
Added
objects now exist in the game and can be "ordered" from the warehouse into a player inventory
Added
some work playing around with interface audio elements and soundtracks
Improved
the player character design tool is now pretty much functional, tho the art could use tweaking
This next phase is all about objects. Bringing them into the game, storing them in inventories, placing them in the worlds, selling, moving, trading, discarding, and on and on and on. When this phase is done the world will be cluttered with stuff.
Updated
kicked off a new phase with code repository backups and a blog post outlining the goals
The last big phase of Paranormal Pickle.
Improved
the player sprite to accomodate future user customization
Improved
the “sleep” phase now pauses the game and brings up an end-of-day status menu screen
Improved
gampad controls are now fully fleshed out to parity with keyboard inputs
Improved
npc paths following, including despawing at a door
Added
mouse controls! Beleive it or not, I have building this thing keyboard-forward, but you can now fully play with the mouse.
The store is coming to life as complex npcs start to fill the spaces.
Added
an preliminary sleep cycle which warns the player as midnight approaches then forces a sleep OR allows the player to sleep after 2pm to pass the rest of the day
Improved
a huge amount of map harmonization for the (now) 45 playing fields of the game
Improved
how npc characters collide and avoid each other through a new grid-based path creation system where only one square can be occupied at any given time
Improved
further refined z-dimensional stacking of sprites based on their y position, or simply, things closer to the bottom visually appear to be in front
Removed
a massive amount of sketchy code as I did a huge push on code cleanup and addressing non-critical compiler warnings like unused declarations, unneed mutablity, over-called queries, etc.
Adding more life in the game as I dove into some NPC work and a lot more story craft.
Added
multiple features around non player characters, including human and animal objects that spawn in the world, move, and leave open opportunities to interact
Added
a new room, a store office, where sleep and storage can occur
Improved
a lot of work was done in continuing to build the help and book systems, as well as populate more dialogue, including testing around this
Fixed
collision, sprite layering in the z-axis, and multiple little bugs that emerged from code once new features were added that challenged some assumptions
Lots of gamestate work and behind the scenes stuff that tracks a larger world beyond what you see on the screen, like time, seasons, and profiles.
Added
a load screen to load existing saves or to start a fresh game
Added
a book system, based on the story system, where the player can collect books in the game which provide lore tangential to the story that pushes out
Added
a help system into the menu, adds help text that will reveal (to avoid spoilers) as the game is explored and unlocked
Improved
the time system, so that now it also has a game day, store hours, seasons, time of day (morning, night, etc) that all are actionable by other systems in the game
Improved
the pre-game menu to match the in-game menu
Improved
the story UI to match the in-game menu
Continuing work on the UI mostly during this phase
Added
"lively" animation system for robust decorations that are animated in a randomized way
Added
a simple game time system
Added
interactive triggers highlight and activate objects in the world that are interactive, specifically shelving spaces (for the grocery store)
Added
add a menu system to navigate and reopen story elements that have been unlocked by previous encounters
I have seen some great progress on my UI as well as shifting to a more appropriate gamestate architecture during this milestone.
Added
new tabbed in-game menu is started, tho it's all placeholders at the moment
Added
furnished the store with (future) interactive shelves and more
Added
added a studio logo startup screen
Improved
implemented animated decorations
Fixed
shifted main() app() code to a conditional gamestate architecture
The kickoff to the next phase of development is all about populating the world, filling it with colour and art and objects and life. It also has some pieces to do with the game UI which goes hand in hand with configuration and design.
Updated
kicked off a new phase with code repository backups and a blog post outlining the goals
A last push towards a fully navigable world before we move onto some of the more game-ish game components.
Improved
maps and art were refined significantly
Added
tracking of activated universes in a run, added a staus bar on the bottom of the screen (ui)
Added
light switch trigger added actions and lighting effects to the world
Added
directional character and and animated player sprite
Improved
doors are now decorative objects rather that only background tiles which implemented a whole new system for decorating the game space with sprite objects
Improved
database efficiently builds a room state
Improved
story ui was added so that now there are triggers that activate a modal story / narrative based on location on the map
Added
a save game state is implemented at a basic level allowing continuation between play sessions / application loads
Improved
the core of the maps are in place for the entire game world
Added
added the basic backend systems for the story / narrative that will be a major part of the game and world
Added
added gamepad controls for movement and trigger
Added
tooltip notifications were set up adding collision triggers that denote tips and location event information
Added
implemented a door connection system so that door triggers can trigger a de/spawn cascade that moves the player to a new part of the map
Added
created the basics of wall collision
This marks the kickoff of the “Space Carrot” development phase working towards a fully navigable world map
Added
a player sprite that exists on a tile-grid map built from vector data with simple keyboard controls to navigate the screen on the x/y axis
Improved
created a git repository for the code and to track a project w/issues
Updated
kicked off a new phase with code repository backups and a blog post outlining the goals
All of this is also tracked in a github project.