A arcade-take on an autochess with a main gimmick of crafting units of two parts.






Irl day 11/10 (maybe like 2 hours realistically but we were here for a good while which previously I was counting based on the time we were at the workshop so uh)
Today I got engines of chance working on my machine! Legit the only reason was since my logo image was missing and godot was crashing out about it. I made it so both games have arrow symbol and check mark symbols rather than their respective letters. I also tried starting up on getting LEDs but I was struggling a bit and we left for some stuff before I finished.

Irl Day 11/5 (0 Hours)
Today I landed in Japan at nrt roughly at 5 local. Sadly I had missed the first group who were already at the train at that point. Luckily Armand was there so we had another group of like 6. We were at the airport til 9-ish. We got some food in the wait time. We got dropped off at our houses and all was well. Except the fact I have been awake for more than 24 hours at that point.
Irl Day 11/6 (10 Hours)
Today I started work on the machine. I didn't make as much progress I had liked. One because I wasn't completely comfy with the studio environment yet but in totality I had my buttons in (not connected), game launcher running.
Irl Day 11/7 (9 hours)
Today I finished off my machine. I got my buttons hooked up and a rushed last second paint job. If anyone asks, I don't do hardware often. My saudering skills suck. We all ended the workshop with hotpot. Originally we were going to deconstruct our arcade cabinets and have them be drove to the venue on truck, but Thomas decided that we carry these large machines, assembled, through the transit. But someone (I don't know who) had the brilliant idea of putting the parts in a box! So I did that. And also the last bus came right when we were leaving, and only half of us roughly got to it. I think I was the last one. I ran so hard, low-key cinematic in memory. But yeah eventually we got to the station, formed groups from housing, then slowly made our way to our places. We ended up bringing our machines to our new airbnbs
Irl day 11/8 (Roughly 10 hours)
Today I reconstructed the machine at the venue. One of my games (engrams of chaos which I'm likely posting this on) was working. The other one wasn't for some reason. Some people played my game and it felt really nice watching someone actually play and enjoy my game in person.
Irl day 11/9 (~8 hours)
Today I did some bugtesting. Still don't know why engines of chance didn't load. Tbh I didn't work on my
machine for as long as I listed since I was waiting for a keyboard and mouse most of the time alongside helping. I did do some saudering to further secure my ground. Also made my music hearable, but the kick in engrams of chaos main theme is SOOO LOUD. Legit can hear it across the whole venue. But it doesn't play constantly so it's fine. Its like I instantly know when someone plays my game lol.

94 hours and 51 minutes ( + 2 hours and 29. min artlog)
Day 30 of 30 days to shiba!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Implemented hardcore mode where if a unit dies, they are gone from the team! Certainly the hardest mode of all time.
Also added some polish, names and synergys for units having a slight size-jiggle-thingy when you hover on them, and synergy description text size being rescaled to fit. Units also now do the ability cast animation I had made a long long time ago.

92 hours and 44 minutes ( + 2 hours and 29. min artlog)
Day 29 of 30 days to shiba!
Added a two new gamemodes (four if we are counting the cradle variants seperate)! A bit more text should be in japanese and a few bosses have clearer indicators for their abilities
Also this is my second time uploading this demo since I did a quick font change to see if that fixes japanese not showing on web.
90 hours ( + 2 hours and 29. min artlog)
Day 28 of 30 days to shiba!
Added scoreholder superboss. When units dont have a path, they no longer wander, but instead approach the enemy (without pathfinding by brute forcing which gets them closest). Made a cool animation for enemy bosses where they drop down from the sky with particle and sfx.

87 hour and 56 minutes ( + 2 hours and 29. min art log )
Day 27 of 30 days to shiba!
Metronome now shows current tick number, made it so bosses (and technically all units but specifically bosses) dont lag the game when selecting them. Implemented infinite pattern boss, alongside making 2 cool shaders for it (i scrapped one). For whatever reason the shader doesnt show ingame???? i will fix it later but I will attach a gif of what it looks like

85 hours and 41 minutes ( + 2 hours and 29. min artlog )
Day 26 of 30 days to shiba!
Added controller support, fixed tutorial translations, added leaderboard translations, made it so leaderboard in japan uses katakana, and implemented two superbosses (lightbulb and piggybank)

83 hours and 30 minutes ( + 2 hours and 29. min artlog )
Day 25 of 30 days to shiba!
I added some translations for tutorial (though for whatever reason its a tiny bit buggy so il have to fix that), fixed boss unit descriptions along with summon descriptions, and also added a good-enough damage indicator that im fine with

81 hours ( + 2 hours and 29. min artlog )
Day 24 of 30 days to shiba!
Heres a demo!!! I added translations for the rest of the unit descriptions (not boss descriptions yet), but I also did some end screen translating! You can toggle japanese by hitting J in the main menu (might have to press it a couple of times because it was a quickly made placeholder for demo). Also tried making a number display thingy, but I decided to scrap it since it looked bad but its still there in code for later :)
79 hours ( + 2 hours and 29. min artlog )
Day 23 of 30 days to shiba!
Unit names are now translated, alongside the cool "boss warning text" thingies. I made some dev scripts to help make the translation process a lot faster (basically just a easy base template so i dont have to type everything manually)

77 hours ( + 2 hours and 29. min artlog)
Day 22 if 30 days to shiba!
Synergies descriptions are now translated, and I also changed out the bolded text for colored text for ease of reading. Infact, to make translation a LOT easier, I coded a new system for how synergy descriptions are made. Lets just say the old one was really hardcoded.

74 hours and 53 minutes ( + 2 hours and 29 min. artlog)
Day 21 of 30 days to shiba!
I spent all day implementing translations! So far, I only have translations for the base ui. In the control scheme part of the game, I made it so each of the controls has its own seperate translation key, that way if controls every change, I can change one thing instead of like 7!!!

72 hour and 22 minutes ( + 2 hours and 29 min. artlog)
Day 20 of 30 days to shiba!
I spent 1 hour and 29 minutes today drawing all the new units (i accidentally forgot controller, il draw him tommorow).
With the remaining bit of time I properly implemented color coded text!! yay!!

71 hours and 35 minutes ( + 1 hour artlog )
Day 19 of 30 days to shiba!!
I coded up the rest of the units for cradle gamemode, and thus im doing a demo. Many of the units are lacking a sprite but the mode is still playable and all the effects should work.
64 hours and 11 minutes ( + 1 hour artlog )
I managed to do another 2 hours today!!!!
I added sweet tooth, blueprint, up arrow, fractal, and dice units. Also implemented the 4 new synergies so now its really just about making the units!!!

62 hours ( + 1 hour artlog )
Day 16 of "30 days to shiba"
I made a slot machine-esque thingy that chooses the engrams you play with in cradle mode. Behind the scenes i also wrote down concepts for nearly all the new fusions that will be in cradle mode!!

59 hours and 45 minutes ( + 1 hour artlog )
Day 15 of "30 days to shiba"
The reason it says 4 hours logged is since i did an additional 2 hours yesterday before calling it a night.
This devlog will cover all 4 hours rather than just the 2 hours today.
Made Kettle superboss and Trash Can superbosse, a chaos synergy (all superbosses are chaos engram + another engram), Started work on cradle of engrams mode, aka adding a seperate leaderboard system (that broke right before i recorded) for cradle modes and a different logo when cradle mode is selected. All of the prexisting gamemodes excluding tutorial will be playable in cradle mode :D
Im excited for cradle of engrams bro i have so many fun wacky ideas!!

55 hours and 32 minutes ( + 1 hour artlog )
Day 14 of "30 days to shiba"
I rescaled the whole game today, adding a much needed pixel quality boost. Reformatted a lot of the ui to this new sizing, and now text is easier to read! Removed pixel font in some instances and changed the sprites for rolling pin, oven, and blender to all have black eyes.
53 hours and 21 minutes ( + 1 hour artlog)
Day 13 of "30 days to shiba"
I made it so unit names, synergy names, and synergy numbers have colored text, alongside doing a bunch of balancing changes. Also made it so superbosses lightly tint the field. started work on secret boss.

44 hours and 38 minutes.
Day 9 of "30 days to shiba"
I remade the leaderboard to now use a different service and it now works on web. Felt that was important enough to ship. Also started work on adding bosses, and the first boss 'cutlery' appears on round 5.
42 hours and 30 minutes ( + 1 hour artlog)
Day 8 of "30 days to shiba"
I made a leaderboard and started coding bosses a bit (They wont show up in-game yet though). Since its been roughly 10 hours heres a demo. Ive made a LOT of really good and important changes since so I felt now was a perfect time.
40 hours in ( + 1 hour artlog)
Day 7 / 30 for "30 days to shiba"
I added sound effects for selecting units, picking up and putting down units, and moving units.
Also made this neat box
Next: leaderboard, bosses, better music

38 Hours ( + 1 hour artlog)
Day 6 / 30 for "30 days to shiba"
I changed burnt toast's voice to be a more soft sound. I added cool transition screen and also made it so the end screen shows you the state of the board before you hit start round.
Next: Procrastinate adding bosses by adding more info to end screen, bosses, better music

35 hours and 32 minutes in ( + 1 hour artlog)
Day 5 / 30 for "30 days to shiba"
I fixed endscreen so its inputs would always be registered. The camera now zooms in a tiny bit every tick. Ticks also get faster over time. Added different difficulties, remade board, and some extra sfx.
Next: more polish, bosses, better music

33 Hours and 28 minutes in ( + 1 hour artlog)
Day 4 / 30 for "30 days to shiba"
I rewrote a bit of the tutorial, made death screen, made a tiny bit of ui better, and hopefully made burnt toast sound better.
But most importantly: All units are no longer pepper on web export. So now you can actually play the game (strategy is a big key to the game, which you cant do if all units are the same)
So uh yeah thats my reason for having a demo this soon, sorry if thats not okay hosts.
Next: Polish background, 'cinematic mode', bosses
31 hours and 27 minutes in ( + 1 hour artlog)
Day 3 / 30 for "30 days to shiba" (which is why the weird minute offset)
I finished burnt toast's tutorial!! I also added cool main menu with physics which is goofy.
Next: Polish background, 'cinematic mode', bosses
29 Hours in (+ 1 Hour Artlog)
Day 2 / 30 for "30 days to shiba"
I added a tutorial system with burnt toast. I like burnt toast they seem like a nice guy.
Tommorow I will finish up the tutorial, hopefully squeeze in main menu, then ship a demo for yall to play.
Next: Finish tutorial, polish up background, main menu, cinematic mode

26 Hours in (+ 1 hour artlog)
Day 1 / 30 for "30 days to shiba"
I implemented all the sprites for the current units, coded 3 synergies finishing off the base 6, redid the base attack animation, and am currently debating pixel fonts.
I also read up on all of the reviews I got today, and now have a better gameplan!
Next: Make a tutorial, hope that tutorial makes ui clearer to use, polish, main menu, "cinematic mode"

24 Hours in (+1hour artlog)
Im actually posting this devlog a couple of hours after I reached this milestone lol. I was incredibly busy today.
I coded ALL of my flavor units. Added unit moving and unit crafting works! Added jumping to enemies for bitter synergy, and critical hits.
Next: Add visuals for all units, add better animations for all units, a lot of polish, main menu, "Cinematic Mode", bosses
20 hours in.
I added in the backend ui for all the flavor engrams (even coding some of the synergies), and also made it so you collect engrams at the end of the round! You can now use them in the crafting (That doesnt actually give anything yet due to time constraints) ui.
Fun fact: The colors in the crafting ui are gathered in real time so I dont have to hardcode the colors.
Next: Finishing crafting. Making it so you can move units around the board. Possibly title screen. Implementing ALLL the units!!!
16 Hours In.
I got a working loop for my "Game"!!!
Since last devlog, ive made the synergies functional, alongside making it so synergys have descriptions when hovered over. Also implemented true damage (although you cant access it yet due to needing 2 umami units)
Added a start / pause / resume so you can start, pause, and resume the game. Also control guide thats dynamic which is neat imo.
Play my "Simulation" (not a game right now) please ↓
12 hours in.
Im going to hold off on publishing a demo until I have a actual gameloop.
I swapped the pixel art out for some vector artwork, and also decreased the pixelization "shader" a bit. I made this cool ui and selecting system which will be really useful.
Next: Synergy ui and functional synergies. starting and ending battles, crafting unit ui, and enemy team generation.
8 hours in.
My gig is up! My unit theming (for now atleast) is food and flavors!! I added in ranged capabilities for units, and also made a chicken wing and pepper unit. Im still trying to figure out how I want to game to look so i might change styles a bit. Also added sick metronome that is accurate to the tickspeed (even when i change it :D )
Chicken wing: Ability causes it to do an attack with all true damage, ignoring defenses of the enemy
Pepper: Every time this unit does an attack, it's attackspeed increases by 2%
4 Hours in.
I decided to start a new project since i was getting a tad bit bored working on engines of chance. This one is a autochess with the main gimmick of crafting fellas using essences/'engrams'
So far I got tiles, some pathfinding, and some simple attacking stuff. Just the groundworks for more units!
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