Devlog #39 - What’s That Sound?

Meowllo everyone! It’s finally the last month of the year. That’s a little scary, isn’t it? That’s extremely scary (for us). We’ll also be away for 10 days in December…taking our first extended break since we started working on Snacko full-time! Wow, it’s been two years, huh…

All of us have been diligently chipping away at the mountain of work that is Snacko. Here’s just some of the things we’ve been working on:

🔉 Sounds

We have Bibiki working with us for the sound effects! The past month has seen a lot of sound effects being created by him and then implemented.

We had a lot of holes in our implementation, like tools not recognizing the differ ent surfaces, etc. It’s very satisfying to finally get it done and see it in action!

It’s done in a similar way to how we’re handling the different visual effects for player landing on grass vs dirt, etc. Now the visuals and the sounds match! It’s a great feeling 😌

🐴 Final Villager Sprites

We’re in the home stretch of sprites and their animations! Stefan has been hard at work creating the cutest walk animations for the villagers. Oh, but we don’t want to show all of them just yet 🤫

In the meantime, have the directional sprites for Kiryl! I had a bit of trouble fitting some of my designs into the compact Snacko sprites, but it was a lot of fun to figure out. Like a puzzle. Except if you misplace a pixel, the character goes from looking fine to super stupid.

Now that the sprites are almost completed, there’s still a lot of work left to do. Their daily dialogues, friendship events, schedules, portraits…

Ahh! The list goes on! We also spent some time this month organizing our tasks. There’s a lot of work spread across different categories, and sometimes it’s easy to lose track of them. Look at Nobu Jr., he’s so small.

🐮 Barn Issues

The barn became a source of some…headaches lately. The issue was that the way we handled the barn door animation meant the doors were separate from the rest of the barn. Which was fine, until you tried to dye it.

Everything would get dyed except the door, which is an issue. We had the option of either having the building system support multiple meshes, or to make the barn one mesh and animating the doors more traditionally. The easiest option was to make the barn one mesh. Which was…fine. Until the building system didn’t support skeletal meshes, so we had to add in support for that.

A whole rodeo and a half later, we finally have the barn back to what it was, except now the doors get dyed. Yahoo?

🏝️ Hub Area

Last but not least…a new mini area: the hub! We used to connect a lot of the maps together using the Grassy Plains, but Recursive brought up a valid point: it’s really weird going from the farm or town’s weather, to spring (Plains), to whatever the next biome’s weather is.

So…I made a hub. And moved the Goddess Pond from the farm to there. I hope this will make travelling to multiple places less tedious - this is a lot less walking!

It will also make transitioning between cutscenes and the story flow a bit better…I think. Well, that’s all for this month! We’ll see you in the new year 🥂

Extra thank you to our Patrons and Ko-fi supporters! Without you, Snacko development would look very different. We appreciate every one of you 🐾

enralis

I make cat game with husband

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Devlog #40 - Hello 2022

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Devlog #38 - Frozen in Time