Happy Holidays to all of you Sleepyheads following along with development! Itās wild that weāre already about to close out 2024. Time flies when youāve got your head down just focusing on making a game. But this is my favorite time of year, so after today Iāll be taking time off from game dev for a week or so and wonāt be back at it until 2025 rolls in. Iām very lucky to get to spend this Christmas with family and Iām really looking forward to it. I hope all of you have peaceful and enjoyable holidays as well.
So as we head into the new year, where are we at with the development of Little Nemo? Well letās get right into it with an update on the timeline for release:
My goal for the end of this month was to have the game fully playable from end to end with all of the level design at least blocked in and placeholders for the boss encounters. I think right now you could get through the entire game, but there are some areas that arenāt blocked-in to the degree that I was imagining, so I still have some level design that Iām behind on. The reason I want to be able to have the game fully playable from end-to-end is so that at the start of 2025 I can start having people playing through and getting feedback on what is and is not working. The timeline for how long it takes to tweak the world/level design into a really fun spot is a bit of an unknown, so itās important to get started on that sooner rather than later to help me pin down a release date.
So perhaps it will be helpful to iterate over whatās left to do in 2025 to get the game released. Hereās kind of a big picture bulleted list:
Production (basically finishing the game)
Post-Production (getting it out the door)
This looks like a lot of work to do, and it certainly is, but even being to the point where I can list out the major tasks in only this many bullet points, after years of looking at seemingly endless task lists, is very inspiring. This next year I might be busier than Iāve been throughout development, but itās very exciting to see the game becoming something approaching a finished product that Iāll be able to proudly get out the door.
So I know some of you are probably skimming and thinking āyeah but when exactly is it gonna release?ā Iām still not ready to give you all a date, but I hope to be able to settle those things early in 2025 because I will need to follow a fairly strict timeline to maximize my marketing and outreach efforts. First I just need to pin down some more of the unknowns (especially how much polish is needed to get things fun). The big immediate blocker for that is just getting the level/world design into a good enough state for first pass testing.
Okay, I think thatās enough about the timeline to release. Letās get into showing off some of the fun stuff weāve been working on this month!
Iām not going to mark this as a spoiler because these are things that Iāve talked about in the past and will likely be in the instruction manual. I very much want all players to know about all of these things, so Iāll go ahead and show them off.
I finished up these sprites, though I still need to finish up the UI which will be displayed in the Status page.
Here you can see a Wooden Lucky Coin Shard. After completing the Wood Coin, youāll move onto Steel and then Gold.
There are a total of 12 Lucky Coin Shards in the world, and collecting four of them will form a Lucky Coin. Each Lucky Coin you complete will reduce all incoming damage by one (with a minimum of one). Iāve talked a bit about how this works in a previous update, so go read that if you havenāt already.
These are obviously a fairly important progression collectible, so I wanted the sprites to be large and exciting. I hope you like them! Thanks to Donkey Kong 64 and João for the puzzle piece motif idea. I was looking for a way to visually indicate that this was a quarter of a larger item, and I think this combined with the dashed outline of the whole coin does a good job of communicating that.
Hereās Nemo finding a Steel Lucky Coin Shard
So Iām thinking I havenāt actually talked much about this, but I want to allow players to collect music tracks in-game to unlock them in the Music Player. Part of what makes a world fun and exciting to explore, aside from the appeal of the world itself, is the promise of finding rewards strewn about. So to that end, Iāve included this as one of the collectibles you can find in the world.
Cassette Tape collectibles take advantage of dynamic sprite recoloring so that each can have its own color scheme to match the music contained within
Finding a Cassette Tape will unlock the associated music track for you in the music player, so youāll find at least one in each domain for that domainās music, as well as others for the various other tracks in the game (such as Main Menu music, the music that plays when a Guardian helps you remember, and others).
You might find these throughout the world, but I wonāt spoil what theyāre for (though if you want to know, you can find mention of them in this update). I just wanted to show off how theyāve turned out.
Nemo discovering and carrying around a Game Cartridge. These also take advantage of dynamic coloring so that I can make each game cartridge at least somewhat visually distinct without the need for individual sprite sheets for each of them.
One small detail to note here: if you discover one of these cartridges before youāve met someone asking about them, Nemo will instead take note of it, but wonāt be able to carry it around.
Because these Game Cartridges are a quest item, that dovetails nicely into some more work I did this month I wanted to shareā¦
In the builds of the game that youāve seen so far, the way map icons worked was simply: once youāve been into a room, that room will render on the map, and any items that should appear on the map as icons will show up as well. This works well for most of our use cases: youāre trying to get back to an NPC youāve already met, or there was an item in a room that you were unable to reach previously and you want to get back to it. But there are two use-cases for icons on the map that we simply didnāt handle.
Sometimes when you speak with an NPC, we want them to be able to add something to your map, even if you havenāt been to the room that thing is in. Since we just simply rendered them or not based on the explored status of the room it was in, this needed a minor overhaul of that logic.
Here we can see that Flip has added Minervaās location to our map to help us find our way to her.
This could use some visual treatment (perhaps even a quick animation when you open the map) but the important bit is done and we can flag any entity to appear on Nemoās map. This is gonna be very critical for NPCs who specifically want you to head somewhere and you need help finding the way.
Another, much trickier problem we have is putting things on the map which Nemo can carry around through the world. Quest Items, such as the Game Cartridges, are a perfect example.
To set the context, I should probably quickly explain how items like this work in our seamless open world of Slumberland (this logic applies to basically everything that spawns into the world of Slumberland):
This logic is a bit complex, but it handles the use case of being able to carry items around the world without accidentally duplicating the item or losing it.
So in the context of a Game Cartridge quest item, it might get placed on our map by an NPC, then as we get closer to that room and it loads in, now we can have a dynamic icon on the map which will show where the item is in real time. This is helpful because we might set that item down for a bit to do something (keep in mind you canāt use your yo-yo or monkey bars when your hands are full). If we get too far away from the item and the room itās in unloads, then it will go back to the anchor point, but we can wind up in a state where the item is still spawned into the world and maybe we forgot where we set it down or weāre just wondering if it has respawned back to its anchor. Glancing at the map, youāll be able to see exactly where you can find that quest item.
Hereās a closeup view of the mini-map as Nemo carries around an important item, occasionally setting it aside to do something.
There is another quest item (Iāll keep it spoiler free here) that youāll need to bring with you throughout the entirety of the domain as you make your way through the first time. Iām excited to show that off some more in a future update, but that was probably the biggest driver for wanting to get this dynamic map icon feature into the game. (If you want some spoilers about this particular quest line, check out the section on Gertie in this update.)
Seeing as this is the first domain, I think itās fair to assume youāve all seen this stuff. One thematic thing weāve been wanting to do with this domain is give it a slight dreamlike sense of possibly being under water. One major detail weāve added to help create that impression in a very subtle way are these new marine-themed clouds youāll see floating through the sky:
The background of the Dreamswept Plains now features some clouds in the sky which resemble various marine life
Thereās also a new item that you can pluck out of the ground (not limited to this domain, but this is where youāll first spot it), a bubble!
Nemo plucks some odd looking grass causing a bubble to pop out of the ground
It seems kind of silly at first because you canāt really interact with it other than to pop it with your yo-yo, but perhaps a later ability upgrade will allow you to do something with it? š¤
Thereās also another enemy in the works that belongs in the Dreamswept Plains, the Venus Clamtrap. Itās a bit of a mix of a clam and a Venus flytrap. Hereās a mockup sketch from JoĆ£o.
One of JoĆ£oās sketches for this enemy, this one has a bit of pirate theming for fun
This enemy has actually been done for a while, I just wasnāt able to come up with a sprite that worked on my own, so I enlisted JoĆ£oās help and I really like how this one is looking now!
These are all pretty minor touches, but when combined with the Burrchin, Rock Lobster, and Captain Sweetbeardās pirate theming, the hope is that players might start to pick up on these slight aquatic themes in the Dreamswept Plains. Itās not important narratively or anything, itās just a small detail to help the world feel a bit more interesting and more like the product of a childās imagination.
I also want to share some of the sprites that have been coming along in the Crystal Caverns, but Iāll tag these as spoilers because I imagine if youāve been avoiding spoilers, you donāt know anything about this domain. Youāve probably seen these before (I talked a bit about them in Update #25), but the sprites are all finished or very nearly ready.
In the Crystal Caverns, one of the primary gimmick focuses is toggling things with some crystal devices youāll find throughout the domain. You can toggle them by hitting them, and they may have any number of side effects.
Nemo experimenting with this crystal device
Two of the common toggleable things youāll find in this domain are toggleable hazards. These are some kind of mining devices which become very dangerous if activated. (These sprites are just about done, I just need to color them.)
Nemo navigates this dangerous, old mining equipment
Another is these dangle bars which can be retracted. Youāll only be able to dangle from these when they are extended.
Nemo must make precise pogo-bounces on these crystals to avoid the Oblivion
Crystals arenāt the only way to toggle the state of these. There are also the pluckable timers which will be active for a specific duration after being plucked.
Nemo with a perfectly timed jump to match the end of the toggleās timer to nab this Moon
The Crystal Caverns are far enough into the game that we can expect players that have made it here to understand the basics fairly well, so this is one of those areas where we can start introducing more complicated and dangerous gimmicks like these. Weāre having a lot of fun toying with these gimmicks to create fun rooms to make your way through as you explore this domain, and these things are always so much more fun both to develop and to play through once the sprites start to finally take their proper shape.
Weāre entering the final stretch now. Thank you so much for following along, I canāt wait to get the game into your handsā next year and let you explore Slumberland for yourselves. I hope all of you Sleepyheads have a wonderful holiday season! š„š¾ Until next year!
-Dave