A downloadable game

devlog

1/8/23 - Created Promotional art

0.8 (WiP)

  • implementing Kaal's dialogue tree
  • implementing dialogue letter noise
  • vfx/sfx that plays if you collect enough berries
  • a [?] box next to performance that describes in detail the difference between qualities
  • camera shake before teleport finishes
  • made game window re-sizable


0.7

  • Programmed Dorian's fire emblem style picture
  • Added some more berries around
  • Made a render of Nami's models to include as a painting while waiting on either blender materials or optimized game models 
  • Accidentally deleted 0.6 lol oh well



0.6  

  • adjusted apartment prop scales
  • retopologized "soulless" (spirit1) for animation, processed online and implemented with a sitting animation at the computer. gave him a coffee table to sit on.
  • not sure how i broke the soulless' materials but created three cylinders to substitute anklets and collar. 
  • adjusted volume of apartment music
  • created a soul drop for ogma's character. coded it to orbit her and mimic mordi's animation of a soul drop whilst still gradually billboarding the player
  • coded a qol feature where the E sprite only pops up now after a text box is filled in. animated it with febucci tools
  • added Swagrid, Luna, Strawbels, Squiggles, Dstffer and Kaalmplop as NPCs
  • coded and added nameplates for all NPCs
  • added more paintings! adjusted paintings too
  • added and animated cr8s skateboard for centerpiece. added lighting for it too.
  • downloaded and incorporated videos of mordi-content onto the monitors!
  • added cry's animation to the right most monitor.
  • refined dialogue to coincide with updated 014 rules!
  • created and implemented credits!
  • removed paintings and characters at submitter's request.
  • looped ending music
  • added SFX and a black fade to the teleportation
  • completed release-check to-do (enabling and disabling of certain assets along with disabling debugging tools and resetting asset positions) 
  • added an easter egg.
  • added in kit's new performance option UI!
  • created a starting sequence where mordi's a_sonictag plays and the player falls from the sky
  • added SFX to one of kit's lines.

  • 0.5 

  • UI revamp. added Kit's new icons, changed existing slider colours and drop-down to match.
  • performance option revamp. Budget is now far less resource expensive and 'Tato is simply an extreme version of it. there are far too many intricacies to label them all but I'll consider having an in-game button that describes all the differences in detail.
  • audio balancing. some volumes and ranges were changed on multiple SFX.
  • Ogma, Peach and Cry's dialogue added.
  • Melody's character and dialogue added.
  • Gummy's dialogue changed (i was privately messaged for specifics)
  • added Yumori Forest's Potion Guy and Melody's characters and dialogue.
  • music for apartment added.
  • dialogue punctuation consistency globally updated.
  • tunnel for bus stop modeled, textured and implemented. Ripping up walls is good fun >:) 
  • altered radio song rotation and made all songs limit more similarly. 
  • fixed VFX on berry collection. They now stretch wide as well as tall depending on the animation's progression. They're also far fainter.
  • fixed dekiru's dialogue (oli's was attatched to it)
  • reorganized paintings
  • Bus stop sign added

  • 0.4

  • implemented eating sfx
  • implemented berry spawning on paintings and npcs along with sfx
  • disabled ogma's npc pending dialogue
  • implemented dorian, dekiru, kit & gummy's npc's. dorian's npc will be disabled unless i find time to write the code for the mechanic they requested. kit requested that her npc be disabled until launch.
  • dialogue punctuation consistency globally updated.
  • enabled stalk hollow's npc because dialogue was handed in
  • added another 20+ art pieces. tweaked template's backlight to not show glare when standing at a distance perpendicularly. this release includes submissions from Kino, Mordi (mspaint redeems), Oli and a multitude of unreferenced artists requested by Ogma.
  • Reorganized paintings
  • 0.3.1

  • changed the default global volume to try to force ray casting over ray marching
  • setup a new floor material exclusive to the budget and 'tato performance options

    0.3
  • recorded mordecai eating sfx
  • tweaked berry hitboxes. debugged stretched vfx sprite
  • added 25 unique art pieces and created a template along with a backlight and several versions of painting borders for those submissions. this release includes submissions from Ogma, Kit, Dekiru, Kaal, Susmon, Kino & Cry
  • added kaal's radio. animated it, gave it an emission and created a linear-falloff 3d audio source from it that plays 6 of the tracks from the olixmord thread in 014's server
  • dialogue punctuation consistency globally updated.
  • created seamless variation of melody's roses and made a ceiling material out of it
  • imported skyscraper models and made materials to match in-stream colours + emission (working with HDRP volumetric fog so 1-to-1 impossible
  • modeled an extra potion of the skybox exclusively for the tato performance option
  • setup expanded version of mordi's scrapers (full 360 degrees) in the valve-style mockup skybox
  • completed code for jump sfx and re-enabled it. thanks again swagrid for grabbing those files. you're a champion
  • collected references for art museum. created a pureref file out of them and modeled the art museum. used creative license and chose to work with lit walls to avoid the headache of figuring out the correct colour of every wall.
  • imported, resized, set materials and hitboxes for the following apartment models: bed. bean bag. computer desk. coffee table. CRT. book shelves. books. backpack. mouse. keyboard. lantern. ceiling lamp. monitors. couch. boba.
  • setup teleport between art gallery and apartment via lanterns
  • learned and implemented screen-space reflections
  • modeled apartment walls, glass etc
  • fixed "two jump grunt" glitch
  • overhauled performance settings in "budget" and "tato'" options to work with SSR. tweaked them slightly as well.
  • fixed UI berry not dissapearing
  • added kino and her dialogue (left disabled until final release as requested)
  • added gobbo, reiza and their dialogue.
  • 0.2

    • ported in sfx nabbed by swagrid (disabled atm)
    • coded collectible berry and ui for it
    • ported berry and made a vfx sprite, code and particle effect
    • made "Inky" "Peach Yuka" "Gobbo" "OGMA" and "Cry" NPCs
    • fixed velocity based wind code
    • trialing velocity based triple jump (disabled atm)
    • started modelling mordecai's apartment and porting apartment props (disabled atm)
    • restored fade-in
    • made it so you can stand on all npcs, not just the monitor fella
    • made budget and potato performance options in the pause menu
    • changed working title to "Thank You Mordecai"

    0.1

    • used unwilling pacifists game as a base
    • ported in my animated sprite as an example
    • ported in my 3d animated model as an example
    • ported in some of my environment prop examples
    • ported in and restored an old tooltip triggerbox for an example
    • rewrote jump code from double jump to mario64 style high jump
    • disabled wall jumping, might restore it if there's demand but it needs to be bugfixed
    • built a new visual novel system. integrated animated text into it
    • built new "gradual" billboard code and fixed the old classic billboard code
    • ported in Nami's models. need to ask them for textures
    • made stalk_hollow's sketch into a 3d model and made 8 texture variations. four are displayed in game
    • made hdrp volumetric fog mimic mordecai's stream-starting urp fog
    • made a skyscraper. ported in the source style skybox setup i made in unwilling pacifists
    • a number of other things i forgot to mention
    • restored mouse lock

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    0.7 236 MB
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    0.5 147 MB
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    0.4 141 MB
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    0.3.1 129 MB
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    0.3 129 MB
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    0.2 65 MB
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    0.1 53 MB