This update reworks how the Japanese characters are displayed ingame. This change allows us a lot more flexibility in how we display the characters, opens up the door for adding in new fonts quickly and easily, and will reduce the size of future updates which introduce a lot of new cards.
0.60 also adds in an options menu; with the option to select whether to include the Furigana with the Kanji when displaying them on a card.
We had intended to also rework how we display text, at least on the cards, to allow the readings to be displayed as Hiragana and Katakana instead of Romanji, but we lost about a week's worth of work due to hardware issues, so that will have to wait until 0.61.
Super Toaster 0.059 on testing branch
We've just uploaded a new build to our testing branch. This build adds in the new skill tree, which allows Pan to use the points obtained from mastering cards to become stronger.
New players (or players using the revert saves option) will start with at least 2 mastery points so they can obtain the Kung Punch move. Training with Sensei will allow you to obtain mastery points using the Hiragana character set.
Upcoming features include:
Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters above the Kanji which tell you how it is read).
Katakana, Kanji and unmastered card training modes with Sensei.
Story mode
0.058 live
After a couple days of testing on the latest branch, we're moving 0.058 onto the default branch.
The testing yielded one interesting bug: Pan could not die unless he was in combat. This has been fixed, so Pan is no longer immortal if he isn't fighting.
Here's the full changelog:
New features:
11 new items- Enemies and chests now have their own unique loot
Enemy attack damage is now randomized from a range of values
Currency will now be displayed in the top left side of the screen while in exploration mode
Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
Pan's health bar will stay up while in exploration mode
Bug Fixes:
Fixed Pan's animator controller, he can now die outside of combat
Fixed the PO Katakana card, it was displaying the イ character instead of ポ
Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
Fixed a bug where the background for the energy/health bars would stay open after combat
Fixed enemy animation not being paused when pausing a room out of combat
Super Toaster X version 0.058 on latest branch
Another couple of weeks has gone by, and we have a new build uploaded for the last round of testing.
Here's the changelog:
New features:
11 new items- Enemies and chests now have their own unique loot
Enemy attack damage is now randomized from a range of values
Currency will now be displayed in the top left side of the screen while in exploration mode
Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
Pan's health bar will stay up while in exploration mode
Bug Fixes:
Fixed the PO Katakana card, it was displaying the イ character instead of ポ
Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
Fixed a bug where the background for the energy/health bars would stay open after combat
Fixed enemy animation not being paused when pausing a room out of combat
Super Toaster X 0.057 on Default Branch
It's been a couple of days and we haven't found anything significant issues with version 0.057, so we've set it active on the default branch.
We've got build 0.057 uploaded to the Latest branch for testing. It'll be making its way to the default branch in a couple of days.
Here's the changelog so far:
Major fixes and new features:
Added a new foe. He can be found randomly throughout exploration mode.
Added Katakana cards, as well as the 7 Hiragana we were missing. They can be found in the move menu, the Katakana should be at the bottom of the list, while the Hiragana are at the top.
Added a chance to find an unowned card in each chest you loot.
Redid the character sprites of the currently existing Hiragana cards.
Reworked the power of Kanji cards.
Reworked the guessing GUI. The options are simplified and now appear in a cross.
Minor Fixes:
Replaced the "Sensei Hint" on the main menu with a padlock icon.
Replaced the Sensei Mode and Exploration Mode button text with icons.
Reworked loot system. Loot in partially looted chests will no longer respawn on loading a dungeon or re-entering a room.
Added new power number sprites.
Added using the cancel action to return to the main menu from the Sensei Mode menu.
Added text to Sensei Mode menu indicate how many rounds are in Sensei Mode
Increased text appearance speed during dialogue.
Stopped the key press animation after half a cycle.
Changed font for cards, the readings and translations should be more legible and require less scrolling text.
Fixed Sprite positioning in dialogue.
Fixed 'a' character size.
Lastly, here are a few more in-depth notes for anyone still reading this-
We have changed the static "Sensei Hint" on the main menu to a padlock. This only appears if the player has not visited Sensei. If you select Exploration Mode anyways, it will display a dialogue about visiting Sensei first, then disappear. Once this has occured, the Eexploration Mode button will be useable.
Also, we're redesigning the guess GUI. We've ditched the card background while the player is guessing, to simplify the GUI and hopefully make things easier. Once a guess is entered, the rest of the card will reappear while the mastery bar animates and the pronunciation is played. This is a work in progress, and we're hoping to get some feedback on it.
Finally, as this update includes the chance to loot Kanji cards from chests, we've put in an automatic save revert. It will reset which moves are assigned where, and which cards are assigned to each move. It will also reset the card pool.
We're trying not to do this kind of thing too often, but we're intending to start replacing Exploration Mode with Story Mode soon, which will reset things a lot more. Overall, we thought that since such a major reset is coming up, we would sneak this one in as well. We did this because we want some feedback on the mechanic, and we suspect that not everyone would revert their saves- even if we asked nicely...
Devlog 98: Skill Tree and Upgrades
Hello guys,
I revamped the older skill tree which was awkward and not to my liking:
For one thing, it was too complicated with stars and locks and everything. Needlessly complicated that is. It's like I was trying to integrate too many ideas at the same time and the whole process became bogged down in the details.
One level up system which I really enjoyed was how Final Fantasy X and Final Fantasy XII. In my opinion, it is the epitome of character progression.
I also love board games so I decided to work on those inspirations to come up with something:
Here's my explanation of how it all works:
1. Level Up Stars: Level up stars are acquired when a vocabulary card has been guessed correctly enough.
The progress bar goes up every time the card has been identified correctly until it's finally mastered:
2. The Toaster Token represents Pan. Moving around the board costs 1 full star to convert blue tiles to orange ones. Half stars required to backtrack on already "conquered" orange tiles. That's what I'm thinking at the moment but this is open to tweaking of course.
3. The Horned Token moves around the board sort of like the hammer brothers in Super Mario 3. It blocks access to certain upgrades and the foe it represents must be vanquished in order to process further into the progress tree. Might end up make it stationary though.
4. Padlocks block certain paths entirely. Certain objectives must be met in order for them to disappear. This can be to accomplish certain things in the story or complete achievements. I feel like this adds a lot of depths to the game itself. This was inspired by Wolfenstein: The New Order gameplay mechanics.
This is a first try at a layout and will likely change as testing continues.
What Else?
I'm redoing the title screen entirely. The current version is very rough and I don't like it at all.
For one thing, this week, we'll replace the text on the toasters on the menu with icons to make things presentable:
Story:
The animation is slightly improved but the following icons will replace the text:
Sensei Mode:
Options:
Tutorials:
I'm not quite down with the tutorial rooms and I'm still working on it.
Layout:
We'll dump the pixel art text (1) which was taking too much room and add a star in the upper left so that the player knows when a card has been mastered:
(2): This is where the Master Star goes.
(3): Also this week, the cards will now have different power ratings:
(4): That won't be there anymore, we already have the furigana for that.
So basically most of the work remains in the actual coding to the game.
Get in touch if you have comments about the current build, thanks!
Devlog 97: Integrating Tutorials.
Hello guys,
Some users have voiced (valid) concerns about the lack of clarity about the game. I think we've been working on the game for so long that the mechanics have become second nature to us.
We've discussed this issues together and decided on an accessible and pragmatic way to make the game easier to understand.
Basically, we'll use a room-by-room basis. Every room will teach a different concept about the game until has been covered. That should make things a lot clearer.
Just wanted to announce it's being worked on.
0.056 on Default Branch
We found a lot more bugs than hoped while testing version 0.056 these past couple of days. Those bugs have been fixed and we've made the new version 0.056 the default build.
Additional Fixes:
Fixed some bugs with item and mastery serialization.
Added save point for Pan when exiting a dungeon.
Added save point for Pan when closing the Card menu.
--- We'll probably add in logic to only save if something changed
Fixed inventory sprites not disappearing when exiting a dungeon through the elevator
Added a revert saves option in the main menu.
--- We should be adding in a confirmation dialogue soon, so players don't accidentally lose their saves
Fixed the Hell Dryer's rocket sprite. It now points the right way when fired to the right.
EDIT: Just got a bug report that Sensei mode was broken. That bug has been fixed and the fix uploaded.
0.056 uploaded to Latest Version Branch
As the title says, we've just uploaded a new version to the Latest Version Branch. We will set it to the default branch once we've gone over it again in a final round of testing.
If you don't want to wait those couple of days, you can opt into the latest branch through the Betas tab in the Super Toaster X properties menu.
Here's the changelog for 0.056.
New Features:
10 New Kanji cards. These cards should appear at the top of the card pool within the move menu.
Card mastery system, which is the beginning of the character progression system.
Items are now lootable from chests, and can be used in game. So far it's only cheese, but we'll be adding more.
First pass of word pronounciation system.
Faster Exploration run speed (200% of previous).
Added lights to draw attention to side doors.
Fixes:
The card timer is no longer hidden by the card name background.
Moved the 4 previous Kanji cards up in the card pool, they are just below the new Kanji cards instead of at the bottom.
Fixed move menu to properly update card image and play SFX while scrolling.
Reworked dungeon loading to prevent the map showing up while making or loading a dungeon.
Fixed Xbox controller start and back button.
Fixed a bug where cancelling a move would leave the card sprites in place.
Uncovered and fixed a bug with Vocab Card Lists that was giving potentially game breaking errors.