Friday Fun #16

Welcome to Friday Fun, the blog where I poke my head up from underground, let you all know I’m still alive, and hopefully entertain you with some bits about my project progress and game development experience.

Just a quick reminder that next Tuesday, October 25, just 4 days from now, an an Alpha Test Demo of Dehoarder 2 will unlock on itch.io for all Beta Cat and higher level Patreon patrons. Sign up as a patron today and be among the first to play this early, pre-release version of the game!

Dehoarder 2 Alpha Demo Release Prep

This week I’ve had one job: To work to make next Tuesday’s alpha demo release better. I’ve fixed numerous issues, refactored several inconsistencies away, and documented the modding and scripting API.

On Tuesday, I will make available not only the alpha test demo of the base game, but also online and offline documentation of the modding and scripting API, and a Sample Mod Project that can be used as a starting point for creating mods. The documentation contains extensive auto-generated class documentation, prose descriptions of systems at architectural and design levels, and guides sufficient to essentially reproduce the Sample Mod Project. Together, the guides and the Sample Mod Project cover many core concepts that also apply to many modding tasks not specifically covered by guides yet.

Experimenting with Size on Prototypical Recycling Bins in Four Flavors

I’ve had time to start adding “bonus” content, like some sweet dynamic swing-top recycling bins that will replace those boring open-air curb recycling bins that let all of the recycling blow around the neighborhood. Every item deposited will be rewarded by a satisfying swinging animation of the bin lid, or after the character gets stronger, a spinning animation of the lid. Also, you will now need the right bin for the right job, as recycle bins come in four flavors: plastic, glass, metal, and paper.

This should be a substantial improvement, since before in the game, recycling was just a mindless auto-managed addition to overall bin capacity. Plus, the variety of colors helps to add visual noise to the environment, which is usually a negative, except when you are actively trying to build a cluttered environment. The fact that the bins are covered also helps because I don’t have to worry about any kind of rendered representation of the contents. I love it when a design comes together! I’m still playing with mechanics and things like size and proportions. I don’t think I will have these integrated in the story by Tuesday, but hopefully I will have them working well enough to be able to include them in the demo as post-chapter 1 bonus content.

(This edition of Friday Fun was released a little late today, specifically so that I could include the above video of the Recycle Bin Action)

Vintage Pachinko Coerced Update

Vintage Pachinko had a small, ignorable update this week. Google forced me to make an update to a target Android API level of 31 from 29, under threat of delisting the app on newer devices. This change resulted in no discernible differences in functionality, gameplay, performance, or security. The change did, however, potentially push Vintage Pachinko off of some very old devices, as the minimum Android API level supported is now forced to be 22 rather than 19.

It’s unfortunate that this had to happen right now, taking time away from Dehoarder 2 and potentially making a couple of folks who might not be able to afford a new smartphone or tablet sad. SMH. It’s not the kind of update I would choose to release, and anyone who has been around my games long enough knows that I prefer to release more value-added updates, but it is what it is and I did what I had to do to protect the ~50 copies per month that I sell.

(Fun fact to end this section on a positive note: Vintage Pachinko is consistently in the top 10 paid Casino apps on Google Play Store, at #6 as of this writing!)

Back To Talking About Dehoarder 2

So anyway, as I was saying about Dehoarder 2, I think I’m in pretty good shape for Alpha Demo Release 1 on Tuesday. The game seems pretty stable, modding is confirmed to be at least somewhat usable, and despite all of this, the closer that I get to Tuesday, the more nervous that I get.

I’ve been working on this game for a long time. Both creatively and financially, I have a lot invested in this game. I know that it’s a big risk, making a game so different from other games that are out there, but I honestly with all of my heart believe that this game is compelling. It has a relatable story to tell, a delightful core mechanic, and increasingly interesting supporting mechanics. It is my deepest wish for next Tuesday that others will begin seeing the same in this game in increasing number, to a degree that will enable me to continue working on the game.

I hope to see everyone on Tuesday, seeing a big show of support on the game would really mean a lot to me. Until then, have fun and be good to each other.