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.
[ 2017-06-01 06:47:08 CET ] [ Original post ]
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.
[ 2017-06-01 06:47:08 CET ] [ Original post ]
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:
- Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters above the Kanji which tell you how it is read).
- Katakana, Kanji and unmastered card training modes with Sensei.
- Story mode
[ 2017-05-06 19:40:03 CET ] [ Original post ]
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:
- Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters above the Kanji which tell you how it is read).
- Katakana, Kanji and unmastered card training modes with Sensei.
- Story mode
[ 2017-05-06 19:40:03 CET ] [ Original post ]
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:
- 11 new items- Enemies and chests now have their own unique loot
- Enemy attack damage is now randomized from a range of values
- Currency will now be displayed in the top left side of the screen while in exploration mode
- Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
- Pan's health bar will stay up while in exploration mode
- Fixed Pan's animator controller, he can now die outside of combat
- Fixed the PO Katakana card, it was displaying the イ character instead of ポ
- Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
- Fixed a bug where the background for the energy/health bars would stay open after combat
- Fixed enemy animation not being paused when pausing a room out of combat
[ 2017-03-31 21:43:24 CET ] [ Original post ]
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:
- 11 new items- Enemies and chests now have their own unique loot
- Enemy attack damage is now randomized from a range of values
- Currency will now be displayed in the top left side of the screen while in exploration mode
- Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
- Pan's health bar will stay up while in exploration mode
- Fixed Pan's animator controller, he can now die outside of combat
- Fixed the PO Katakana card, it was displaying the character instead of
- Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
- Fixed a bug where the background for the energy/health bars would stay open after combat
- Fixed enemy animation not being paused when pausing a room out of combat
[ 2017-03-31 21:43:24 CET ] [ Original post ]
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:
- 11 new items- Enemies and chests now have their own unique loot
- Enemy attack damage is now randomized from a range of values
- Currency will now be displayed in the top left side of the screen while in exploration mode
- Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
- Pan's health bar will stay up while in exploration mode
- Fixed the PO Katakana card, it was displaying the character instead of
- Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
- Fixed a bug where the background for the energy/health bars would stay open after combat
- Fixed enemy animation not being paused when pausing a room out of combat
[ 2017-03-30 02:37:23 CET ] [ Original post ]
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:
- 11 new items- Enemies and chests now have their own unique loot
- Enemy attack damage is now randomized from a range of values
- Currency will now be displayed in the top left side of the screen while in exploration mode
- Inventory can now be accessed while out of combat in exploration mode by using the attack/defense key (default q/e)
- Pan's health bar will stay up while in exploration mode
- Fixed the PO Katakana card, it was displaying the イ character instead of ポ
- Fixed a bug where Kung Punch could get stuck in an infinite loop if the enemy dies before the move finished
- Fixed a bug where the background for the energy/health bars would stay open after combat
- Fixed enemy animation not being paused when pausing a room out of combat
[ 2017-03-30 02:37:23 CET ] [ Original post ]
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 .
[ 2017-03-13 14:14:35 CET ] [ Original post ]
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 .
[ 2017-03-13 14:14:22 CET ] [ Original post ]
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:
- Added a new foe. He can be found randomly throughout exploration mode.
- Added Katakana cards, as well as the 7 Hiragana we were missing. They can be found in the move menu, the Katakana should be at the bottom of the list, while the Hiragana are at the top.
- Added a chance to find an unowned card in each chest you loot.
- Redid the character sprites of the currently existing Hiragana cards.
- Reworked the power of Kanji cards.
- Reworked the guessing GUI. The options are simplified and now appear in a cross.
- Replaced the "Sensei Hint" on the main menu with a padlock icon.
- Replaced the Sensei Mode and Exploration Mode button text with icons.
- Reworked loot system. Loot in partially looted chests will no longer respawn on loading a dungeon or re-entering a room.
- Added new power number sprites.
- Added using the cancel action to return to the main menu from the Sensei Mode menu.
- Added text to Sensei Mode menu indicate how many rounds are in Sensei Mode
- Increased text appearance speed during dialogue.
- Stopped the key press animation after half a cycle.
- Changed font for cards, the readings and translations should be more legible and require less scrolling text.
- Fixed Sprite positioning in dialogue.
- Fixed 'a' character size.
[ 2017-03-11 19:03:47 CET ] [ Original post ]
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:
- Added a new foe. He can be found randomly throughout exploration mode.
- Added Katakana cards, as well as the 7 Hiragana we were missing. They can be found in the move menu, the Katakana should be at the bottom of the list, while the Hiragana are at the top.
- Added a chance to find an unowned card in each chest you loot.
- Redid the character sprites of the currently existing Hiragana cards.
- Reworked the power of Kanji cards.
- Reworked the guessing GUI. The options are simplified and now appear in a cross.
- Replaced the "Sensei Hint" on the main menu with a padlock icon.
- Replaced the Sensei Mode and Exploration Mode button text with icons.
- Reworked loot system. Loot in partially looted chests will no longer respawn on loading a dungeon or re-entering a room.
- Added new power number sprites.
- Added using the cancel action to return to the main menu from the Sensei Mode menu.
- Added text to Sensei Mode menu indicate how many rounds are in Sensei Mode
- Increased text appearance speed during dialogue.
- Stopped the key press animation after half a cycle.
- Changed font for cards, the readings and translations should be more legible and require less scrolling text.
- Fixed Sprite positioning in dialogue.
- Fixed 'a' character size.
[ 2017-03-11 19:03:47 CET ] [ Original post ]
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!
[ 2017-02-27 15:25:29 CET ] [ Original post ]
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!
[ 2017-02-27 15:25:29 CET ] [ Original post ]
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.
[ 2017-02-23 11:55:52 CET ] [ Original post ]
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.
[ 2017-02-23 11:55:52 CET ] [ Original post ]
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:
- Fixed some bugs with item and mastery serialization.
- Added save point for Pan when exiting a dungeon.
- Added save point for Pan when closing the Card menu. --- We'll probably add in logic to only save if something changed
- Fixed inventory sprites not disappearing when exiting a dungeon through the elevator
- Added a revert saves option in the main menu. --- We should be adding in a confirmation dialogue soon, so players don't accidentally lose their saves
- Fixed the Hell Dryer's rocket sprite. It now points the right way when fired to the right.
[ 2017-02-22 19:00:49 CET ] [ Original post ]
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:
- Fixed some bugs with item and mastery serialization.
- Added save point for Pan when exiting a dungeon.
- Added save point for Pan when closing the Card menu. --- We'll probably add in logic to only save if something changed
- Fixed inventory sprites not disappearing when exiting a dungeon through the elevator
- Added a revert saves option in the main menu. --- We should be adding in a confirmation dialogue soon, so players don't accidentally lose their saves
- Fixed the Hell Dryer's rocket sprite. It now points the right way when fired to the right.
[ 2017-02-22 18:49:44 CET ] [ Original post ]
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:
- 10 New Kanji cards. These cards should appear at the top of the card pool within the move menu.
- Card mastery system, which is the beginning of the character progression system.
- Items are now lootable from chests, and can be used in game. So far it's only cheese, but we'll be adding more.
- First pass of word pronounciation system.
- Faster Exploration run speed (200% of previous).
- Added lights to draw attention to side doors.
- The card timer is no longer hidden by the card name background.
- Moved the 4 previous Kanji cards up in the card pool, they are just below the new Kanji cards instead of at the bottom.
- Fixed move menu to properly update card image and play SFX while scrolling.
- Reworked dungeon loading to prevent the map showing up while making or loading a dungeon.
- Fixed Xbox controller start and back button.
- Fixed a bug where cancelling a move would leave the card sprites in place.
- Uncovered and fixed a bug with Vocab Card Lists that was giving potentially game breaking errors.
[ 2017-02-20 19:12:30 CET ] [ Original post ]
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:
- 10 New Kanji cards. These cards should appear at the top of the card pool within the move menu.
- Card mastery system, which is the beginning of the character progression system.
- Items are now lootable from chests, and can be used in game. So far it's only cheese, but we'll be adding more.
- First pass of word pronounciation system.
- Faster Exploration run speed (200% of previous).
- Added lights to draw attention to side doors.
- The card timer is no longer hidden by the card name background.
- Moved the 4 previous Kanji cards up in the card pool, they are just below the new Kanji cards instead of at the bottom.
- Fixed move menu to properly update card image and play SFX while scrolling.
- Reworked dungeon loading to prevent the map showing up while making or loading a dungeon.
- Fixed Xbox controller start and back button.
- Fixed a bug where cancelling a move would leave the card sprites in place.
- Uncovered and fixed a bug with Vocab Card Lists that was giving potentially game breaking errors.
[ 2017-02-20 19:12:30 CET ] [ Original post ]
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.
[ 2017-02-14 12:26:22 CET ] [ Original post ]
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.
Pronunciation
I'm currently pondering whether or not to implement the pronunciation of words into the game. I would, of course, give the option to turn them off but I was wondering if this is a request a lot of people have. It's not something we had in mind when we started with the project but it's something that could possibly be implemented without too much work. The challenge is finding someone reliable to record all the words.
XP system
The next task at hand is to implement the skill tree and upgrade system. The art is all done for this, it's a matter for Jeff, the programmer, to code it into the game.
I've talked about this system before but it goes like this: Every time you guess a card correctly, its individual meter goes up. Once the meter is full, the card is mastered and you gain a skill point to invest into the skill tree.
Art
Art wise, I'm working on some new rooms to visit when you start the game to act as a tutorial.
Those are, of course, WIP but this is to let you know what's going on.
Giving Feedback
I want to reward people who provide detailed feedback and suggestions by having them as cameos into the game (subtle ones). The more you comment and suggest, the better the game becomes. Case in point, some suggestions made by some of you guys have already been integrated into the game. Sleep well and take care!
[ 2017-02-05 13:34:38 CET ] [ Original post ]
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
[ 2017-01-30 20:06:44 CET ] [ Original post ]
🕹️ Partial Controller Support
- Super Toaster X Linux Depot [178.38 M]
- Super Toaster X Linux Assets Depot [1.54 M]
A Toasterific Adventure:
Finally fulfill your lifelong dream of taking the role of Pan, a sentient japanophile slice of bread and full time bounty hunter. Chase down the most dangerous cybercriminals in a destructive toaster power armor and become the richest (and only) living bread that ever existed.The Game Features:
Super Toaster X is a roleplaying game which objective is to learn Japanese vocabulary while having fun. The goal is to have dynamic, interactive combat inspired by the Super Mario RPG by Nintendo mixed in with the exploration of the Darkest Dungeon by Red Hook Studios.It features:
*Randomly generated dungeons
*A unique character progression system based on mastering Japanese vocabulary
*Strategic battles where your survival depends on correctly guessing vocabulary cards.
*Dozens of offensive and defensive abilities each with their own, unique features and effects
*Dozens of various foes with their own strategies and abilities
*A vocabulary card collecting aspect (gotta catch them all!)
A Playable Build
There are currently a few prototypes floating around the web but we're currently working on polishing our newest build for Greenlight. Keep your eyes peeled!- OS: Linux
- Processor: 500 MHz CPUMemory: 200 MB RAM
- Memory: 200 MB RAM
- Graphics: DirectX 9 compatible graphics card
- Storage: 500 MB available space
- OS: Linux
- Processor: 750 MHz CPUMemory: 500 MB RAM
- Memory: 500 MB RAM
- Graphics: DirectX 9 compatible graphics card
- Storage: 500 MB available space
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