PSA: As has been the case since I started publishing these devlogs, the gifs that should accompany this devlog cannot be played on itch due to some technical issue they have been having lately :/ If you wanna see the gifs actually playing, I recommend checking out the Steam version of this devlog.

I’m a bit delayed with this devlog, as I’ve been taking it easy during the holidays, and I am not yet in that stage of workaholism where I would work through family holidays :P
I’ve been playing a lot of a game called "Citizen sleeper" it has sat in my Steam library pretty much since it came out, but somehow I never got around to playing it.…
PSA: As has been the case since I started publishing these devlogs, the gifs that should accompany this devlog cannot be played on itch due to some technical issue they have been having lately :/ If you wanna see the gifs actually playing, I recommend checking out the Steam version of this devlog.

I’m a bit delayed with this devlog, as I’ve been taking it easy during the holidays, and I am not yet in that stage of workaholism where I would work through family holidays :P
I’ve been playing a lot of a game called "Citizen sleeper" it has sat in my Steam library pretty much since it came out, but somehow I never got around to playing it. It’s pretty awesome! If you carve for a story heavy dice rpg with alot of angst about capitalism, that might be your cup of tea ^^
I really wanna make my own dice rpg someday. I think such a project would fit Salmon Snake Games since half of the team are primarily writers and those require a lot of text. But we’ll see. Let’s at least finish CiC before thinking too much about any future projects.
About this sprint’s progress:
Programming:
💠Added a shaking effect to units when they take damage
💠 Fixed a bug that made it possible to see a wrong character’s action menu, if you had previously canceled an action for that character
💠 Added a second set of controls for exploration focused gameplay (Demoing it by making this cryptera a playable character)

💠This resulted in some pretty funny bugs when I forgot to restrict the rotation on player collider

💠 Added something called "an exploration interactable" to the game. These are characters or objects that can be interacted with and they trigger a scene in our ink-scrip
💠 I decided I wanted the demo to be playable as a web build on itch.io, so I learned about asset optimization for unity and managed to squish the file size from 2gb -> 70mb. Most of the file space was taken by my uncompressed character art. so it was really an easy tweak. If you are interested in how to easily optimize assets in Unity, I recommend this quick video on the topic:
💠I added a functionality that automatically triggers certain events from our ink script when a certain turn number is reached. (Usable for enemy reinforcements and whatnot)

💠Fixed a big bunch of UI scaling related issues caused by Unity not handling pixel art games very well
💠Tweaked the game flow such that enemies do not die, before their hp has finished depleting
💠 Made sure our dialogue choice UI works without any moue input
Art:
💠I animated our save menu concept

💠 Finished drawing Wolfram’s expressions. He is the twin brother to Adelheid, a villain from the previous devlog

Marketing:
💠Our wishlists stand at 87 (+5) wishlist our game at https://tinyurl.com/CrystalinCarnation
That is everything in this very programming heavy devlog. Have a really happy new year and see you next year!❤️
-Hanuli from Salmon Snake Games