the latter. it is a house.
(it's too late to change the positions of things on the farm map without fucking up people's saves.)

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@harvestmino
the latter. it is a house.
(it's too late to change the positions of things on the farm map without fucking up people's saves.)

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the upgraded house in 1.0, before any additions. although, i guess i shouldn't call them "additions" since i ended up just including basic versions of every room with the same collisions to simplify the technical overhead...
the original plan was to allow you to change the flooring and wall patterns, and also to have a large room that you would be allowed to place furniture in yourself and decorate however you wanted, but that didn't shake out.
"where the fuck did i put the mailbox package sprite"
oh it looks like i overwrote it with the compost bin and forgot to replace it. fuck's sake
i guess it doesn't come up much if nobody noticed
confession: one of the house additions you can get is a deluxe kitchen, but since the existing kitchen was already about as nice as it can get within the era of furniture i settled on ingame, i just made the default kitchen worse ̄\_(°_o)_/ ̄
wait fuck what do i do with seiran's apartment after she moves to your house

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Will there be an update to character friendship progression by virtue of a menu?
Picked the game up again after initially playing on release early access, but was surprised the UI didn't have a menu for it with the social inclusions added to the game since. I know there's a heart in character dialogue box which presumably could show progression, but that's more obtuse than a page in menus that displays heart progression.
I could add a tab in the pause screen to show friendship levels, yeah. I'll make a note of it.
patch tonight! making some last minute adjustments
for instance, the icefishing payout was a little less than the other two games, and it also occurred to me that if you couldn't do normal fishing at the lake gudgeons and crucian carp were inaccessible. solution:
almost done, just making tutorials...
in winter mokou will appear next to the kappa workshop. talk to her before noon to start the noodle-slinging job. (like chimata, she is not a real npc, but she does have a few lines of dialogue.)
the serving job plays like the old arcade game tapper, except you need to select the right bowl to serve to customers, and you can hold multiple bowls at once. there's a small penalty for letting bowls break, but you get freebies based on how many bowls you served. special customers can show up, so pay attention! when you complete this game, mokou will give you a free bowl of ramen to take home as a bonus.
urumi, in her spiffy new winter outfit, will start the day at her shack up on the lake. (you can access her shop functions up here, and she leaves for the day at about 4 pm and resumes her normal schedule.) talk to her to start the ice-fishing game.
the trick here is that the fish only become accessible if they have a hole one block wide above them. movement is similar to the mining game, but this is in real time. you can break ice blocks or reposition them by kicking them around. more rows of ice will regularly appear. also, you may see something zipping around in the air from time to time...if you want to grab it, you'll have to leave a stack of ice you can climb to reach it! the smelt you get from this game go into your inventory like normal to sell, cook, or whatever.
by the way, as part of this update the lake sky now accurately reflects the season and time of day, and it's cloudy during storms.
the mining game is mostly the same but has better room generation, and instead of just extra payout, if you get at least 3 of the daily gem color, momoyo will give you a Cool Rock which is a universally loved gift.
a little different from what i planned earlier, each job now requires a fixed amount of power to start (50% of the bar at faith level 0) and has a standard time meter length, but you can play for longer if you want by bringing the appropriate buff: mining buff for mining, fishing buff for fishing, and chopping buff for noodles (because...uh...chopsticks....yeah.)
Why not open a patreon to help fund further development, even small stuff? Other indie games do that, including big ones.
I think the likely outcome of this is that, like, maybe a dozen people are able to contribute $5-10 bucks a month which doesn't really amount to anything in terms of real dev time.
imo if the game can't fund further development with its own sales (much less break even) it's just throwing good money after bad. i just want to get to 1.0 so the people that already bought it at least get a finished product.
okay June was a disaster for me on all fronts but I am now moved into my new place, in stable health, and my investor decided to fund one more month of development so we can get some yuri content into the game before focus shifts away.
i will push the winter update in a few days (ACTUAL) and see how close to 1.0 i can get by the end of the month. it won't get all the way there but it will reduce the crawl.

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back from my trip. gotta spend a few days getting moved into a new apartment then i'll figure out where we go from here
Tips for extracting the best items from the gayest merchant?
none really, her inventory is just random! she always has the following things, all high-quality:
5x spring crop
5x summer crop
5x fall crop
5x forage
1x white meat OR red meat
1x small meal
1x medium meal
1x large meal
the prices of each of these are randomly between 90~130% of their sale value. it's up to you to know what items are worth and whether you're getting a good deal or not!
she may also stock the following at fixed prices:
an amount of copper that scales with your generator upgrade level (sold at a premium)
1/3 chance each of 1x fruit tree branch OR 1x rare hat OR nothin' (which is also the same odds of getting these things from an adventure)
sorry for the delay, going through some medical shit that would be gross to elaborate on
you guys knew most of this stuff already but here's a repost from the steam board:
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The winter games update will be out in a few days. That will bring your winter income options up to those three side jobs, regular fishing, adventuring (I decided to make hard mode available in Winter 1 instead of Year 2 for this reason), or just growing a thousand Cirnomelons if that's your bag.
This is what I'm committing to as a final list of what will be in 1.0:
All remaining characters that don't have 3 friendship events will get one.
The mystery of the Suzuran Chicken, revealed!! Also, option to return chickens to Kutaka.
One last (currently half-finished) farm doodad that will give you a fun use for tree fruits and fix the Cirnomelon economy.
Some final adjustments to Suwako's mission requirements.
A final evaluation + ending once all missions are complete. Endless play will continue as normal after that.
+Girlfriend stuff, as follows:
All girlfriend candidates go up to 5 normal friendship events. (Some of these are already done and in the game, just inaccessible for parity reasons.)
After that, you'll be able to buy a bouquet from Yuuka and gift it to get an additional date event. Once you do this, it adds a new pool of dialogue, and you'll learn the requirement for getting your girlfriend to live with you. (You can also have fun giving the bouquet to everyone to see their reactions.)
Each girlfriend will have an associated house addition (built by the oni as usual), which, once built, will get them moved in and change their schedule. These will be a large money sink. For each girlfriend moved in beyond the first, there'll be a short scene introducing them to each other.
There will be some special conversations (not a lot, but a few) added for moments when your girlfriends are interacting inside your house, which will be part of their schedule if they're both present.
Yes, you all sleep in the same bed! (No, nothing spicy happens. Valve might nuke the game.)
I'll update the store page accordingly. As before, if 1.0 creates a bump in sales I'll use that money to add more stuff.
Now, I'm in an awkward situation as June will be the final month of full time development, but I've had some family business come up that I need to go on a trip to handle at the end of the month, so I probably won't actually have the update done before July, and I'll need to finish it in my free time. How long that will take, I'm not sure, but probably before summer is over.
was trying to figure out how power should be spent in the serving game (like, does it just spawn unlimited customers until minoriko passes out?) and the conclusion i arrived at is that it would make more sense to just have it be a fixed length and change the mining game to not consume power (to maintain parity between the three winter jobs), so i think that's the direction i'm going to go

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a WIP of the ramen-slinging minigame. it plays like the old arcade game Tapper; kappa will pile in through the entrances and you'll have to toss them their orders and catch their bowls on the way back.
here's your coworker for this mode, line cook mokou!
been spriting an izakaya for one of the winter games for the past two days and just realized "wait shit this was supposed to be a cafeteria."
like i guess this is fine too but now i can't call it a kappateria