One Crab. One mission. One dungeon. And a whole lot of chaos!









IRL Devlog, November 6th (0 hours spent):
I needed a day to relax a bit, take things slow, maybe have a nap or two, so I hung out with my parents for most of the day. Naps are underrated, by the way.

IRL Devlog, November 5th (~1 hour spent):
Arrived in Tokyo today at around 3:30, got to the venue at maybe 4:30-ish? From there, I socialized with my fellow Shiba-ers, selected the components (buttons, joystick, etc) for my game, and overall had a rather peaceful time.
IRL Devlog, November 6 (~7 hours spent):
The official name for SSS dropped today, and the arcade machine husks were unlocked! I spent the day working on my Raspberry Pi--flashing it, getting my game on, connecting it to the audio, etc. Jet lag was hitting me hard, so everything was in slow motion, but I had a functioning pi, a fully constructed machine, and a soldered button by the end of the day.
IRL Devlog, November 7 (~11 hours spent):
*Today. Was. STRESSFUL. All caps for a reason. I had no idea how finicky soldering is; nor how often I'd need a mouse, keyboard, and flash drive; nor how little 11 hours is. I got all the buttons working by the end of the day, a--incorrectly, though I found that out on the 8th...--soldered joystick, and the machine fully deconstructed so it could fit into the box of doom.
Seriously, though. It was 10 PM - 2 AM of hauling that thing, sometimes while running. It was definitely the wrong month to skip exercise for code...*
IRL Devlog, November 7 (~9 hours spent):
I thought the joystick would be easy. Oh, how sweet and naive I was. 9 hours. 9 HOURS TO FIGURE OUT THAT THING. Just to find out that I royally mis-soldered the joystick (shoutout to @xvcf who saved me from my misery). New curse word: Super Shiba SHI--
IRL Devlog, November 7 (~4 hours spent):
Finished the joystick. Mapping sucks. Never again. But the joystick works, the arcade machine is finished, and all is well.
The image is from November 6th, while I was dealing with the pi
`Oh also, hand reveal for everybody not in Japan'

2 hours - done!
Memories 1 - 3 are translated, removed a lot of print statements that were cluttering the log, and made my tutorial code more efficient
Image is from Excel

Demo 21!
The pearl is basically finished for now--once you are done with the conversation, you can't really do anything else (sorry!). I had to cap it so I could work on translation, which is unfinished.
This is, overall, I really unfinished demo, but I wanted to show where I am at. If anybody knows Japanese, please try out the game and let me know if anything was mistranslated
Turn up your volume, click on the disk, and have fun!
2+ hours done!
I translated the credits and began translating the introductory cutscene. I also added a setting to switch back and forth between Japanese and English,
2+ hours - done!
I finished the pearl frames (for now--I want to add a battle and a good ending), and began the task of translation. Uhh 3 hours later, I have only translated the main menu because of Godot shenanigans that may or may not have included multiple crashings, an Excel spreadsheet, installing WAYYY too many extension onto VSCode, and 12% battery left on my computer.
I am concerned for the fate of my game
The name of my game will remain in English--that is a choice, not a mistake. Partly because Google Translate equated it to "Cave crab fisherman"

2 hours - done!
I polished the pearl's and memory 5's storyline, along with adding some more frames to the pearl.
2 hours - done!
I got the game demo-ready (lots of littles polishes), and worked on A LOT more frames for the pearl.
Also, I forgot to send this in the demo message: lol get rekt playtesters, level 5 is just a flashbang. GOOD LUCK--!
Attached image is of the pearl--each Pearl-for-text contains around 3 - 5 frams T-T. The playtesters are going to hate me.

FIRE IN THE HOLE! WE'RE SENDING DEMO 20!
This one has the new level 5, new memory 5, updated credits (again), and a bunch of other awesome things that I can't be bothered to remember!
You may ask, "How did you do all of this in less than 10 hours?!". For which, I can only say, "I didn't. This is a 16 hour demo since I really wanted to get a fully-fleshed version out there." I hope the 5 playtesters--plus the two who refuse to finish their playtests--enjoy!
Turn up the volume, boop that spinning little crab, and have fun!
2+ hours - done!
Might send out a 16 hour demo tomorrow, might not. Who knows anymore

2+ hours - done!
All this time was just me getting the pearl to work, which was successfully completed! I still have one or two more things I'd like to add/fix, but it's really satisfying to see it be basically functional
2 hours - done!
I worked on the pearl tritagonist, but struggled with the AnimatedSprite2D playing and down press actually changing the frame. :( So it's not done (or really functional) yet, but it's still progress.
Will post a demo once I have it working (even if the animation is still a WIP)

2 hours - done!
'Twas a busy day:
2 hours - done!
Art took me forever and a day, and I messed around with bluetooth Wii remotes as controls to see how a joystick would work. Only art was successful--I couldn't connect Wii joystick/remote to the game, so I'm just going to hope that joysticks aren't too difficult to connect to the Input Map.

2 hours - done!
I thought I had to write a title for this (in the "Write what you added here..." area) and deleted the 2-second old version of this devlog, but I just had a brain fart. Oh well, here's the original message
In a nutshell:
I did some more work with level 5, adding in a wall that can break. I also did some fixes to (hopefully) make the game more efficient.
TODO: Work on memory 5, the tritagonist, finish level 5, add it to to main game... oi vey

2 hours - up!
I finished memory 4 today!! It's in, it's all synced up (until I decide to tweak it), all game-breaking bugs regarding it have been removed. It's a good day in level 4 :)
Since I don't know what else to add for now (playtesters, let me know if there is anything you'd like to see), I started working on level 5. THIS is the final level.
There will (still need to work on it) be no enemies. Just 1 last lore tidbit (since memory 4 was getting too long) and one hard decision. I have a special plan for the wall in front of it's collision shape.
See ya tomorrow!

2 hours - done!
I worked a lot on memory 4, and made it autoplay. The timing was a bit finicky, but, after awhile, I figured out the perfect amounts for each frame (and deleted a couple to so some frames could have more showtime, while still remaining in time with the music).
Although I deleted a frame (or two? I forgot), I made a few more. The lyrics were the hard part, though, but I also managed to figure that one out after awhile.
Demo 19! We're getting really close to 20 now...
Memory 4 is still unfinished, but I'm putting it in anyways as I still wan to see what people think so far.
Since last demo, I've also changed the Sost's movement--they are much more dangerous now, as they charge at the player once they are in range.
Turn up the volume, tap that spinning little crab, and have fun!
2+ hours - done!
I continued adding frames to memory 4, and re-did the lyrics of the bard's tale to fit with the music
Additionally, I made the Sost's movement more interesting by making them charge at the player when they get too close (AKA in the circular Area2D)
There were some small fixes here and there as well, but those two are the main ones

Demo 18! This is a 6 hour demo, so I should hopefully get 3 playtests.
This demo doesn't have memory 4, because it's unfinished and confusing right now. It'll probably be added in the next demo. :)
Turn up the volume, pat that disk, and have fun!
2+ hours - done!
I worked on an "enemy information" scroll that would tell the player the relevant information, along with a "blinking" effect to transition from one scroll to the next.
In other news, I also replaced all instances of ".iskeypressed(...)" with ".isactionpressed" so I can (eventually) make the key rebinding feature.
2 hours - done!
It's mostly art for memory 4, which is why this devlog will only have 40 minutes attached to it. However, I'm happy with the result--I got out of my art block and just drew.
In bullet-point form, though:

2 hours - done!
Today was polish day (noooo), and, as such, I replaced a lot of art, moved hitboxes around, fixed things I was putting off to a later date, etc. Not as bad as I thought it would be, actually. So yay :D
(In the attached picture: I decided to put an arrow in level 2 to direct the players to the mushroom and bunny box)

Demo 17! 17 is actually my lucky number, so I have a good feeling about this. :D
I worked a lot on level 4 and memory 3, so do let me know what you think.
Turn up the volume, tap the disk, and have fun!
2 hours - done!
I finished memory 3, replaced the previous ghosts/slug-thingys with just one type, and worked on that ghost/slug-thingy.
I also messed around with enemy hitboxes (limmis, ghosts, and I think even the bleegs) and made a few changes to the ghost summoner.
In the image below, you can see how much the ghosties love me

2+ hours - done!
I made the moving enemy I mentioned before--they will be in the form of past adventurers who didn't survive the level (AKA ghosts). I also made a summoner that pops out a ghost every 5 seconds :)
That's about all I remember for today

2+ hours - done
I had to do a LOT of art today (hence all the artlogs), but the good news is that memory 3 is almost done! I just need to make the mushroom close-up look like the mushroom in game, which I want to move before I start drawing.
Also, as a side note, I (finally) replaced the Minecraft moss! It's been bugging me for awhile now, and I'm glad I finally took it off the todo list.
As the final side note, I'm thinking of adding random-movement enemies, (like the bleegs and limmis) to level 4. Currently, it feels too easy. But that's a later problem, I suppose.
See ya in the next log!

2+ hours - done!
yippee
Demo 16! I did a lot of work on level 4, but it is a work in progress, so please be kind! I'm honestly worried about my score tanking because of it :sobspin:
Turn up the volume, boop the disk, and have fun!
NOTE: If the demo you are playing does not have some of the features I mentioned in my devlogs, go to [https://shiba.hackclub.com/games/U09B7QHNGCC/Cavern%20Crabber] and play the most recent demo FROM THE DEVLOG AREA. It doesn't update sometimes, and I don't know how to fix it :(
2 hours - done!
The bug took less than 10 lines of brain-dead code to fix. I am honestly shocked that it took me so long to figure it out.
But anyways, I also allowed the relu to move to the player when it's done it's set of shots. And I made it invincible--I think this will be a "survive for X number of seconds before leaving" level.
2+ hours - done!
I'm working on the level 4 enemy: the relu. I've coded in the animation, but I'm now encountering difficulties with the bullets and their collisions. I willfigure it out though. For now, enjoy the unkillable relu's dancing. :)
2 hours are up! I did DDR:

Demo 15! I did a bit of polishing here and there, and (BEFORE ANYBODY ASKS), yes, I will be making a volume/SFX control sooner or later.
Turn up the volume, click the disk, and have fun!
NOTE: If the demo you are playing does not have some of the features I mentioned in my devlogs, go to [https://shiba.hackclub.com/games/U09B7QHNGCC/Cavern%20Crabber] and play the most recent demo FROM THE DEVLOG AREA. It doesn't update sometimes, and I don't know how to fix it :(
2 hours - done.
Updates:
That's all I remember

2 hours - done!
For the most part, I added more sound effects and combined memories with the mushrooms. Now, when you click, you get 𝖯̶𝖳̶𝖲̶𝖣̶ flashbacks.
I guess wasu byita isn't such a great amnesia potion... but it is an incredible spicy sauce.
Demo 14! Wow, there's been a lot of these
Okay, so, mainly, I've just done some bug fixes, along with a couple of fixes to improve clarity. Hopefully, it will make the experience better.
Turn up the volume, press the funny lil disk, and have fun!
Okay, so I did a heck of a ton of bug fixes for this one:
Those are all the ones I could remember...
Demo 13! I only got to add 1 memory, but that's okay. Turn up the volume, press the disk, and have fun!
MAIN UPDATE:
Made the ground + collisions for LEVEL 4!! I'm finally happy with level 3, so I'm going to the next
SIDE ISSUES THAT I'M FIXING:
A lot of figuring out... but it shall be done!

guess what I added. Here's a hint: it starts with lore and ends with stuff.
LOOOOOOOORE STUFF!!! WOOO
Using the PLACEHOLDER (they are too ugly to be anything but) mushrooms, I've coded up some interesting lore
... what are you talking about?! these mushrooms are perfectly innocent. They most definitely haven't, y'know, done a crime. Like murder. They are just squishy little beans that haven't done a thing wrong.
OH MY GOSH I SENT OUT THE WRONG DEMO, I AM SO SORRY! Here's the right one with, and here's the original message:
Demo 11 (I actually checked this time)! Here are my main changes/updates/fixes:
Turn up the volume, press the NEW funny little disk icon thingy, and have fun!
Okay, so here's my recent "doings that are now done:"
... that's it. goodbye.

Devlog time!
Because I really didn't want to draw, I instead worked on the tutorial text for a bit (tried to get it to flow out, rather than a static block of text that just... appears), but then decided (AFTER TWO HOURS OF WORK :sobspin:) that I didn't like it.
So instead, I... didn't draw. I gave the limmis a "phase 2" mode and it makes level 3 SO much better! :D I'm super happy with how this came out. It's fast, deadly, and furious (see the video).
Next on the todo list: make enemy death particle effects and, now, make phase 2 attack effect.
The art is never ending...
2 hours - done!
Also, as was said in the demo, I've
AND, MY FAVORITE FIX:
ooo I think this is... demo 10? I don't know anymore XD
I've fixed the tutorial to my liking, and I've made the walls more visible.
Not only that, but I found a REAAAALLY nice bg music on Pixabay for the fighting areas (and tutorial, for now), so turn up your volume and let me know what you think! :D
Two hours - check!
Tutorial done - almost check! I need to add some audio and a way to leave the basic dungeoneer-ing guide. But that's not too bad--easy fixes/additions.
See ya in the next one!
Okay! So, remember how I made the tutorial? I spent 3 hours today remaking it. And it's not done yet, but it's going to be great!
Plus, I added some more funny expressions on the bunny--I have high hopes for this tutorial! :D

2 hours, up again! I made the tutorial (with the bunny from the boxes!!) and added it to the main menu (see the video). I definitely need to add music, but that's a later problem.
I also just realized I left some test boxes in level when when I sent out the demo... whoops. THIS IS NOT A PERMANT FEATURE!! Level one is easy as it is :sobspin:
Anyways, I'm dead tired, so I'm going to call it a day. Good night! :D
Demo 9! I'm still working on the tutorial (VERY much a WIP), so it hasn't been connected to the main scene control yet. But, rest assured, I'm working on it!
RECAP OF THE DAY:
So, I've basically flipped my todo priority list XD
NEW TODO LIST (highest to lowest priority):
With that being said, though, I think I satisfied the "add an element of randomness" requirement for random week (with the bunny boxes--they now randomly give either HP restorer, a speed buff, or a damage buff). Woohoo!
I don't know what to put as the screenshot (again), so here's some code (again)

Demo 8!! Turn up your volume, click the disk, and bask in the glorious new loading image :D
Two hours up again! Main accomplishments:
TODOS from highest priority to low:
There's a ton of little things to do as well, but those are later problems. Or "whenever this becomes a bug" problems.
Anyways, here's a video showcasing the speed and strength potions (note: I only added a line up of boxes for the video--unless something changes, they will not be featured in level one)
LORE DROP!!! (+ placeholder music for the lore)
Let me know what you think of how I displayed the lore!! I'm looking for feedback on it before I add the non-placeholder version of the music.
Okay randomness! I've been wanting to add this feature for a bit now, but I was procrastinating. But no longer!
Introducing... random helpers in ZE BUNNY BOX!
Half the time you'll get a full heal, the other, an insane speed boost for 10 seconds.
Keep posted, because I'll be adding some more soon! If you have any suggestions--I know, I know, BOUNCE, I'm working on it--send me a message!
(I didn't know what to put for the screenshot, so here's the code...)

DEMO TIMEEEE
I waited for a little whiles extra, but now I'm ready to announce DEMO 5 with tons of balancing changes and a whole new attack style for level 3! Additionally, there is a main menu and credit screen for which I'm really proud of.
Turn up your volume, press the funny little disk, and give it a spin!
Devlog for challenge: "Implement a life system with revive mechanics and add multiple music tracks for variety."
I'll admit, I don't like this one--I believe that players should get one chance, and one chance only to complete a level. However, I have been getting reviews that say the levels were difficult, so I've implemented a two-try system (sort of a middle ground): for each level, if you die, the whole thing resets and you are "revived." If you die twice in one level, then it's game over and the game resets.
As for adding a various music tracks, I've added a unique track for the main page/credits. Additionally, there was already a unique track for the "game over" page, so I think that's this is a reasonable amount of variety for now. :)
Attached is a video highlighting the revive changes, with a couple seconds at the beginning demonstrating the music.
Devlog for the challenge: "Add visual indicators for combat actions to enhance intuitiveness."
I already had an attack animation, but now, there's a dodge! I'm not 100% happy with it, but it will do for now--I don't know what else I could do for it anyways. If you have any ideas (that don't take 5 hours to make), shoot me a message on Slack!
(A little early of a devlog, but I am, once more, rather happy with my work)
Hmm... this is an interesting challenge:
"Implement visual cues for attacks and damage - add animations for attacks and flashes when hit for player and enemies."
The players and enemies already have animations for attacks (crab has it's pinchers come out; warbles shoot out their tail; bleegs emit gas; and limmis create lava).
I do not, however, have hits for anything other than the crab. And, wouldn't you know it, I found out that pixilart.com can create a sprite sheet from my frames (see the previous artlog)!
So I made in the last artlog an animation that I've now put on all my damageables, with the color modulated a bit, depending on the main color of the damageable. And, after fixing a couple of bugs, it's perfect!
P.S. I forgot to specifically mention WHICH challenge I completed in my last devlog--it was the "Add diverse combat elements (e.g., ranged attacks, traps) for the crab to engage players and enhance gameplay engagement," challenge, where I added the static lava that could be summoned by enemy limmis.
OO this challenge can at THE PERFECT TIME! I just finished up making a new type of attack for the limmis (mentioned in slack, but I'll say it here too): they now produce lava (and can't directly attack you)!
The lava is a static enemy that stays where it's summoned for 10 seconds before cooling off. If you stand on it for >2 seconds, you will get a third degree burn, dealing 5 damage.
Yes, I spent awhile on this, and no, I do not care that its only one level that people will go through in under a minute.
WHAT'S NEW:
And, a tragedy occurred last night--I made levels 2 and 3 easier, and buffed the dodge. HOW SHALL ̶M̶Y̶ ̶H̶E̶A̶R̶T̶ OUR HEARTS RECOVER?!

10 hours are up and I'm tired, so I'm going to keep this short. There is now a level 3, but it is a work-in-progress, so please rate it as such. And, same as usual: turn up your volume, click the DVD, and have fun!
Sorry for the early devpost, but I've got some big(ish) news!
I AM MAKING LEVEL 3, and it IS a simple maze (it kind of looks like a microscope...)!
I'm excited to see what y'all think!

Working some more on playtester suggestions--a while back, one of them mentioned...
"I really hope that the levels will be more like a labyrinth instead of just a straight line. "
It's a long process to make a labyrinth, though, so I've only dabbled with the idea. Case in point: I've added an alleyway for the player to wander down. But, why add an alleyway with nothing in it, when, instead, I can kill three birds with one stone:
"... the second level was impossible..."
"... powerups could be really fun ..."
Down the alleyway, there is a box containing a HP restorer! That should make the level easier AND introduce powerups into the game.
NEW TODOS:
Okay, so I may have gone overboard and spent ~15 hours on this (including art). But I'm really, really happy with it so far!
Turn up your volume, give it a go, and if you liked it, maybe give me some 5s and a shomato!
I'm running out of time to make the crab's special ability, so, instead, I made a dodge ability with the best whoosh sound effect I've ever heard. For it to work, you have to activate the dodge within 0.05 seconds of the attack. Accuracy is key!!
Additionally, I speed everything up (except for maybe the attacks). The warbles are faster, the bleegs are faster, and the crab speeds up with every level (for which there are only two so far).
And now, drumroll please, ...
There's a NEW DANGER--gas! It's static (not going to be poofed out of the bleegs, despite original plans), but it's very big and very dangerous.
So, who ever sent this:
"It would be more fun if the game had other enemies, maybe traps or triggers that could damage the player and be kind of static instead of just having enemies."
I hope this fits the bill! 💖
And as a final note... attack animations are coming. Very, very soon...
(Again, a sub-3 hour update, but I did a couple things.)
𝘾𝙧𝙖𝙗 𝙪𝙥𝙙𝙖𝙩𝙚𝙨
𝙒𝙖𝙧𝙗𝙡𝙚 𝙪𝙥𝙙𝙖𝙩𝙚𝙨
𝘽𝙡𝙚𝙚𝙜 𝙪𝙥𝙙𝙖𝙩𝙚𝙨
GOOD NEWS (for me): I've made the attack animations for the bleegs.
BAD NEWS (for me): I'm remaking the bleeg code entirely. This is far, far too cursed.
𝙂𝙚𝙣𝙚𝙧𝙖𝙡 𝙪𝙥𝙙𝙖𝙩𝙚𝙨
(Not 3 hours yet, just posting my TODOs)
Thank you for all the love, guys! I hear y'all loud and clear, so here is my "to-change" list
This is quite the list, so wish me luck!

Super Subtle Shiba Reference
On the stairs to the next level, the last (darkest) step has the "Shiba" written on it in morse code. It's a bit small, so you might need to zoom in. If you are having trouble seeing it, send me a message on Slack and I can directly share my PNG image of the stairs.
Anyways, here's the demo! The bleegs still CAN leave, it's just harder for them. I'm still working on it, as well as a better level up notification and a whole heck of a lot of other things. Please, o great playtest overlords, be kind on this poor, sleep deprived mortal
I. AM. STRUGGLING.
Bleegs don't want to stay within bounds, got a scare with Git and GitHub (curse you, Perry the Godot Git Plugin!!), oi vey.
But I shall persevere. At least the git is semi-fixed...

I'm making level 2 (because I'm so, so tired of making art) and, so far, have made 6 Bleeg enemies who gang up on me in the video.
BLEEG VS WARBLE
Attack time: 0.7 seconds VS 1
Damage: 3 damage vs 2
Walk: Diagonal (+ randomly decide if the diagonal is up or down) vs boring straight line
Currently, the bleegs have a nasty habit of leaving the playing field, which is a bug I'm trying to solve.
Afterwards, I'll give the game the ability to switch the levels.
I know it hasn't been 3-4 hours yet, but here's a video version of my changes from the last devlog--I've compressed it from 4.48 MB to 2.45 MB, so it should work now
Alrighty, update time!
For a very non-artsy person, many of these changes were stylistic, like...
And the non-stylistic changes include...
... In hindsight, I should've posted more often.
I'm having trouble sending a video of the changes, so a bunch of images smushed into one will just have to suffice
NOTE: Previous zip didn't work, retrying!
The 10-hour timer is up, and I've got my prototype! Tell me what you think, and hope you enjoy!
P.S. Give me some ideas on what to name the crab/main character! Crabilicious, maybe?
I finished the tutorial! Now I'm working on the game, rather than getting used to GoDot. So far, I've added an enemy (I call them warbles) and the ability to rid ourselves (hide) of one of them.
Installed Godot and Hackatime correctly (finally), and have changed the description just a tinsy bit.
I finished the shiba tutorial, and will be setting up GoDot and Hacktime soon
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