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Update on the Update on Village Monsters v1.0 Release
It's been a strange week! I began the week by sprinting confidently toward release, but just as I was about to cross the finish line I ran face-first into a brick wall. It sucked. A lot. But dwelling on it won't help, so I've dusted myself off and I'm ready to move forward.
The manual workaround I spoke about last update has been completed successfully. I am now re-testing the final version. I expect this to take the remainder of the weekend. Devs aren't able to do a weekend release anyway, so this actually works out. Right now I am aiming for an early morning Tuesday release. This gives me the weekend to focus on testing, and then Monday I can wrap it up and go down my release checklist. I have confirmed that I can build the final version of Village Monsters and can upload it on Steam and Itch, so there will be no further obstacles. I will continue to post live updates on Twitter and Discord. I also did a developer live stream yesterday showcasing parts of the game while I tested things and answered questions.
I want to be as transparent as possible about what caused all this, but the details are pretty technical. In short, building the release version of Village Monsters caused my development environment (GameMaker Studio 2) to crash. I could run it just fine on my own computer using the virtual runner, but could not package it for release. This was a problem. After much testing, and pulling hair out, I discovered the root cause. An IDE bug was causing a large number of junk files to clog up my project directory. These files were (apparently) harmless, but would lead to a crash when I tried to build the final release. I use source control (git), but it was frustratingly unhelpful in this instance. The junk files were being created nearly every time I created a new asset, meaning nearly every commit since the bug was introduced contained junk files. In addition, I could not simply cherry pick the "good" files and leave behind the junk files. It was all too intertwined, and removing the files outside the IDE caused even more file system corruption. My only recourse was to clone the last good build of the game from January and manually port over the changes commit-by-commit. It was tedious work of nearly 300 commits, which is why it has taken me so long. In addition, testing has become an even more important priority, as manual work (especially performed by a tired, cranky developer) is far more prone to errors and mistakes. Thankfully that did the trick. I've gone through the entire release process multiple times with success. There should be no further issues.
[ 2022-03-19 23:07:39 CET ] [ Original post ]
Hello Humans!
It's been a strange week! I began the week by sprinting confidently toward release, but just as I was about to cross the finish line I ran face-first into a brick wall. It sucked. A lot. But dwelling on it won't help, so I've dusted myself off and I'm ready to move forward.
Current Status
The manual workaround I spoke about last update has been completed successfully. I am now re-testing the final version. I expect this to take the remainder of the weekend. Devs aren't able to do a weekend release anyway, so this actually works out. Right now I am aiming for an early morning Tuesday release. This gives me the weekend to focus on testing, and then Monday I can wrap it up and go down my release checklist. I have confirmed that I can build the final version of Village Monsters and can upload it on Steam and Itch, so there will be no further obstacles. I will continue to post live updates on Twitter and Discord. I also did a developer live stream yesterday showcasing parts of the game while I tested things and answered questions.
What Happened?
I want to be as transparent as possible about what caused all this, but the details are pretty technical. In short, building the release version of Village Monsters caused my development environment (GameMaker Studio 2) to crash. I could run it just fine on my own computer using the virtual runner, but could not package it for release. This was a problem. After much testing, and pulling hair out, I discovered the root cause. An IDE bug was causing a large number of junk files to clog up my project directory. These files were (apparently) harmless, but would lead to a crash when I tried to build the final release. I use source control (git), but it was frustratingly unhelpful in this instance. The junk files were being created nearly every time I created a new asset, meaning nearly every commit since the bug was introduced contained junk files. In addition, I could not simply cherry pick the "good" files and leave behind the junk files. It was all too intertwined, and removing the files outside the IDE caused even more file system corruption. My only recourse was to clone the last good build of the game from January and manually port over the changes commit-by-commit. It was tedious work of nearly 300 commits, which is why it has taken me so long. In addition, testing has become an even more important priority, as manual work (especially performed by a tired, cranky developer) is far more prone to errors and mistakes. Thankfully that did the trick. I've gone through the entire release process multiple times with success. There should be no further issues.
[ 2022-03-19 23:07:39 CET ] [ Original post ]
Village Monsters
Warp Dogs
Developer
Warp Dogs
Publisher
Oct 2018
Release
Game News Posts:
77
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Positive
(16 reviews)
The Game includes VR Support
Public Linux Depots:
- Village Monsters Content (Linux) [322.3 M]
Have you ever wondered what happens inside the world of an abandoned video game? All those NPCs with their artificial lives...what happens to them after the game is powered off for that final time?
Village Monsters is a relaxing life sim game set in one such world.
You play as someone booting up the game for the first time in decades only to discover that it is nothing like you remember.
The monsters that were once enemies have thrown away their weapons and have settled down in a peaceful village of their own making.
Stranger still, they're inviting you to come join them.
At its core, Village Monsters is a lowkey, relaxing village life experience.
There are no farms to manage or meters to monitor, and on an average day you'll have complete freedom to do whatever you want.
This is a game that celebrates leisure, so you'll find no shortage of activities and diversions to discover each day.
The world of Village Monsters may be digital, but that doesn't stop it from feeling alive.
From sunrise to sunset, you'll find a world that changes all around you. Sparrows fly overhead during the day while owls patrol the night. Villagers hang out at home while it it's raining and go shopping for new furniture after it clears.
There are countless little details for you to discover as you explore the game and its simulated systems. In fact, you'll be frequently encouraged to experiment with these systems to see how they interact with you - and each other.
The premise of exploring an abandoned video game serves as the jumping off point for creating an interesting and unique story.
The village has always been a peaceful sanctuary, but the world outside has been showing increasing evidence of disarray.
Glitches and faults have become more common, and there are even rumors that entire areas have gone missing.
It's as if the digital foundation itself is collapsing, and as an external force you may be the only one capable of finding out what's going on.
Village Monsters is a relaxing life sim game set in one such world.
You play as someone booting up the game for the first time in decades only to discover that it is nothing like you remember.
The monsters that were once enemies have thrown away their weapons and have settled down in a peaceful village of their own making.
Stranger still, they're inviting you to come join them.
At its core, Village Monsters is a lowkey, relaxing village life experience.
There are no farms to manage or meters to monitor, and on an average day you'll have complete freedom to do whatever you want.
This is a game that celebrates leisure, so you'll find no shortage of activities and diversions to discover each day.
- Personalize your very own home with furniture, decorations, and upgrades. Plant a garden! Install a secret room! Sit on a golden throne you found in the woods!
- Get to know dozens of whimsical monster neighbors, each with their own personalities, activities, and problems to solve.
- Pick up a new hobby, like fishing, critter collecting, botany, archaeology, or cooking, then donate your findings and creations to the Historical Society of Monsters.
- Leave your mark on the village by unlocking new buildings and influencing its development over time.
- Fill out your daily routine with activities like shopping, talking with villagers, watching TV, hunting for mushrooms, and so much more.
The world of Village Monsters may be digital, but that doesn't stop it from feeling alive.
From sunrise to sunset, you'll find a world that changes all around you. Sparrows fly overhead during the day while owls patrol the night. Villagers hang out at home while it it's raining and go shopping for new furniture after it clears.
There are countless little details for you to discover as you explore the game and its simulated systems. In fact, you'll be frequently encouraged to experiment with these systems to see how they interact with you - and each other.
- An immersive day / night cycle where everything has a schedule to keep - the villagers, the birds, and even the flowers.
- Dynamic weather changes including dozens of distinct weather types ranging from clear skies to thundersnow.
- The world changes with the seasons, and you can expect activities, items, creatures, and even music unique to each month.
- A packed calendar full of holidays ensures that every week brings something new. Enjoy events like the monthly Critter Safari, the springtime Good Egg Day Feast, and the Pumpkin Patch Bash.
The premise of exploring an abandoned video game serves as the jumping off point for creating an interesting and unique story.
The village has always been a peaceful sanctuary, but the world outside has been showing increasing evidence of disarray.
Glitches and faults have become more common, and there are even rumors that entire areas have gone missing.
It's as if the digital foundation itself is collapsing, and as an external force you may be the only one capable of finding out what's going on.
- Explore a digital land that’s been transformed by its abandonment.
- Experience a unique story told through unusual methods such as via item descriptions, overheard conversations, and anomoly research.
- Help unravel the unknown by investigating and solving Mysteries, a unique type of quest system.
- Complete a massive compendium that logs your journey through the game. Use it to track Mysteries, collectibles, secrets, and triumphs.
MINIMAL SETUP
- OS: Ubuntu 12 or Higher
- Processor: 2 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB
- Storage: 512 MB available space
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