Devlog #8(Nov.07-Nov.13)


During  this week, the CS, Music, and Art teams have collaborated to introduce a range of new features and improvements that bring more depth, usability, and immersion to the game.

The CS team focused on enhancing gameplay flow, controls, and visual feedback to streamline player experience. Starting with Flow, they refined the Jester’s dialogue to make game mechanics clearer while reducing unnecessary text. The question mark icon for interactive items has been made more visible, guiding players more effectively through the environment. Additionally, minor but important polish was added by fixing typos in memory pieces that appear when interacting with props, ensuring a smoother experience overall.

In Control updates, the team implemented joystick-friendly sticker selection, allowing players to navigate stickers effortlessly. Tool usage has also been simplified; players can now press a key to use a tool directly on a target sticker, replacing the need to drag tools, while similar interactions are now mapped to the same key to maintain consistency. Dragging functionality was added for deleting items, and a revised control graphic, along with updated in-game guides, provides clear visual cues. For a more immersive feel, the cursor now only appears when navigating the sketchbook, remaining hidden in the 3D world.

The Music integration was further refined, with the current scene music now fully implemented. A ground texture detection system enables dynamic footstep sounds that vary based on the surface type, enhancing realism as players move through different areas.

Several Sticker mechanic improvements were also introduced. The rotating tool was adjusted for smoother functionality, and stickers now appear directly within the 3D world, simplifying their placement. To enhance interaction feedback, effects were added to highlight object movement, while adjustments to sticker overlap keep the visuals uncluttered. Stickers can no longer be moved outside the screen, ensuring easy access, and unnecessary sticker removal checks have been removed to streamline gameplay.

Map Board adjustments help players navigate more intuitively by reorganizing the appearance order of items. Updates to the Sketchbook further enhance usability, with a new background that represents the layout more accurately and hidden buttons when the sketchbook is open, maintaining a clean look. A directional arrow on the minimap now guides players along the intended path, improving orientation.

The CS team also expanded Animation interactions, adding distinct animation clips triggered by various actions. The character now responds with unique animations like idle, clapping, waving, and talking, making the game feel more interactive and responsive.

The Art team contributed significantly to the visual depth of the game, with new animations and models. For character animation, the Jester now displays expressive movements, from excitedly flailing hands to clapping and waving, bringing personality to interactions. Environmental animations add further charm, with details such as fountain water in motion, balloons swaying in the cart, flags fluttering at the entrance, and the ferris wheel rotating. These touches create a lively and interactive setting.

Model updates by the Art team include a variety of new assets, such as a ticket booth, a closed version of the circus tent, ferris wheel fencing, and navigation signs. Texture updates across the game enhance visual clarity and theming. For instance, updated textures for trees, the Jester, the carnival entrance, and new textures for the ice cream and balloon carts make it easier for players to recognize different elements. Navigation signs and a “closed until 6 PM” texture for the circus tent add realism, while a “welcome” sign at the entrance invites players into the world.

The Art team also finalized 2D assets that enhance the narrative aspect of the game. New illustrations of William entering and exiting the sketchbook add a visual storytelling layer, while scenes of William interacting with a therapist tie back to the game’s deeper themes. Sticker visuals were also updated to better match the 3D models, including items like the tree, bench, and balloon cart, ensuring visual consistency. To support rotation-based interactions, the team created multiple angles of each sticker, enhancing the player’s ability to interact from different perspectives.

The Music team has enriched the auditory landscape, creating dynamic ambiance that adapts to different areas and situations. Footstep sounds now vary by ground texture, from metal to wood to rustling foliage, immersing players in the world. Background ambiance further enhances the environment, with specific sounds for key locations: the fountain area features flowing water and birds, while the ferris wheel adds distant laughter, and the circus bursts with lively music upon opening. Ambient sounds, like murmuring crowds and trees swaying in the wind, make the park feel alive, and playful exclamations accompany the Jester’s dialogue, adding character to interactions.

Together, these updates represent a cohesive step forward, with each team’s contributions blending functionality, aesthetics, and audio to create a richer, more engaging game experience. The CS team’s technical improvements, the Art team’s detailed visual assets, and the Music team’s dynamic sounds have brought the game closer to a fully immersive experience, ready for players to explore and enjoy.

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