Welcome to version 0.7.11. Like a convenience store, it feels like this project never closes.
What changed in this release:
Added a playable goat
Fixed some game-breaking bugs in the menu system
Enjoy!
Version 0.7.10
Hey, folks! This patch release focuses on improving the VN system, and it may be Cave Confectioner's last release for a while. Notice the version number is 0.7.10. I thought a lot about that decimal, and it seems a small patch - yes I said it - a patch is better than waiting for a new major release with new content. Because the existing content still needed fixing.
VN system changes:
ADV-style dialogue advance
Reskinned the UI
Switched interaction to mouse-up
Bug fixes
Enjoy!
Rolling out another patch
Fixed some deficiencies on the main menu.
Version 0.7.9 released
Patch time! There are no new caves to explore yet, but we can certainly plunge into that next go-around.
What changed in this release:
Rewrote the VN engine to support crisper graphics and image buttons (as seen on the English main menu)
The right joystick now moves the mouse cursor, allowing any in-game action to be performed with a controller (except text input)
As a consequence of the above, there is no longer a key or button to switch to in-front-of-your-face selection mode (left joystick movement does that)
Fixed a multiple selection bug on the trading screen
Obligatory Steam Deck Discussion
First of all, way to go Valve for making us independent partners do your marketing for you. I personally think the Deck is overpriced garbage and a mere incremental step towards a standalone VR PC, but I'll take any chance I get to talk about mobile development, since that was where I got my start in commercial games.
Cave Confectioner cannot currently support the Deck because it cannot be played entirely with a controller. There are two things that need to happen for that to change:
1. An on-screen keyboard needs to be implemented (Crockford keyboard, preferably) 2. The right joystick must be able to move the mouse cursor so the [admittedly complex] interaction system will still work
I'm not planning on an Android port, but any discussion about that "special" platform is always interesting. I like to keep my Android games smaller and simpler than my PC games, for both technical and ergonomic reasons.
Also, I am building RSOD from the ground up with full controller support in mind. Knowing what a pain in the ass it is to switch between keyboard and controller, I am making every effort to eliminate the need for a keyboard entirely.
If you have any thoughts on any of this, please post them in the comment section of this post. Some people swear by their game controllers, and I don't want to leave those most obsessive users behind.
Testing steamcmd
This isn't an actual update. Just streamlining the build process. Holler if your build suddenly breaks.
Version 0.7.8
Hey, folks! This is a patch to fix some things. Nothing major. Just to look like a "good developer" and update for you lot.
What changed in this release:
The rock border now extends all the way around the minimap
The ambient light is now tinted yellow when raining
Moved the crystal
Improved scripting to allow sequence-breaking in game objectives
Localized "Get closer" text
Version 0.7.7
Hey, folks! This update is all about the text.
What changed:
[Almost] full Greek translation! (Thanks again DarkQuantum for all you have done in that area.)
Added a system to translate in-inventory items to other languages (check out game/items.json; only Feather, Wood, Flour, and Grain translated for now)
Changed trading string "You gain:" to "You will be payed:"
Version 0.7.6
Hey, folks! Here is a midweek update to catch everyone up to the development version.
What changed:
Preliminary Greek dialogue for the entire game, courtesy of DarkQuantum. We will probably give it the "all clear" by this weekend.