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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.
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.
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:
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:
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:
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:
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:
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:
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. The full details are in the previous announcement .
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. The full details are in the previous announcement .
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:
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:
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!
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!
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.
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.
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:
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:
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:
As the ttile 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:
Hello guys, This week, Jeff has been hard at work coding on the game in order for us to integrate our backlog of things. The pronunciation sounds should be implemented this week. The card mastery system is already coded in as well. We're aiming for a new release next week. A special thanks to eplipswitch for providing his Japanese expertise and voice for the pronunciations. You can find more about his translations and other work here: https://rpgmaker.net/users/eplipswich/ In other words, game is progressing nicely.
Hello everyone! I prefer to give regular updates about the project especially since it's in Early Access, I feel like it's the right thing to do for the people who have trusted and invested into the project.
Hello guys! So it’s been a couple of weeks since we’ve been on Early Access so now is as good a time as any for an development log regarding the game. I’ll simply include the upcoming changes for the next build. Upcoming changes: *Sax_7 requested a way to make side doors more visible. We’ve added a light to indicate the presence of doors on the side of the screen. *Behind the scene: Jeff, the programmer, has coded a tool to quickly import art to the game. I have quite a lot of stuff which is done and waiting to be implemented: new foes, items and other animations. This will make us faster and more proficient to add things to the game engine. *Behind the scene: Jeff is working on another tool to quickly add vocabulary cards to the database. I have a list of 10 new words I want to include to test out the new tool and add more diversity to the current list which is very limited. The new words; all part of JLPT 4. あが 上、る る、上がる、 to rise (v.) あか 赤、ん ん、ぼう 坊、赤ん坊、baby (n.) い 意、けん 見、意見、opinion (n.) いし 石、石、stone (n.) うで 腕、腕、arm (n.) えだ 枝、枝、branch, twig (n.) かべ 壁、壁、wall (n.) かみ 髪、髪、hair (n.) くも 雲、雲、cloud (n.) こ 子、子、child (n.) This might not seem like much but having those tools will certainly streamline the already finished content which is just waiting to be coded in. Keep the feedback coming! As you can see, everything is read and at the very least considered. Thank you for reading, Etienne
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