Hello, Sleepyheads! š Weāve got lots of announcements this month for those of you that didnāt already see them in our Discord server, so Iāll just jump right into it!
1. Little Nemo is gonna be in the upcoming Wholesome Direct! š
Make sure to tune in Sat, June 10 @ ā° 9am PT / 12pm ET / 6pm CET ā° to catch Little Nemo appearing as part of this collection of wholesome games. Iām really excited for this one because Iāve been such a fan of this event since its inception, and Iām so very honored that they chose to include us. š
If youāre not familiar with Wholesome Games, to paraphrase their website: itās a community that started on Twitter when they began curating games according to their feelings of comfort, compassion, and coziness. And it has since grown to nearly 500k members across Twitter, Discord, TikTok, YouTube, and more.
2. In less good news, Iāve decided to push back the original Q4 2023 release target.
I know this is probably very disappointing for most of you, but itās become clear that Iām not on target to make that release target, and the only way to do so would be to compromise on the quality Iām aiming for. This means weāll be aiming for a 2024 release window, but I donāt want to share a more specific release window than that until I have a firmer timeline established.
The upside of giving ourselves more time to make the game is that it puts on the table some content ideas that have come up during development that simply wouldnāt have been feasible if we were releasing this year. I wonāt share much more about these specific ideas because they fall into the bucket of content that I will never spoil before release (not even in these private backer-only posts).
So ultimately I hope that, though this particular news is definitely a bummer, it will make the end product much better for it. Thank you for being kind in your responses to this news. ā¤ļø
3. And finally, kind of a fun detail, although less relevant since you reading this already have access to these posts, but Iāve begun posting these devlog updates to the DIE SOFT Website. Itās still important for me to keep some of these details private for some amount of time though, so these posts will only show up on the public website about six months or so after theyāre published here on Kickstarter.
So if you know anyone that missed the Kickstarter, but is interested in following along closely with development, please share that link! š
Okay, with those big announcements out of the way, letās dig into what else Iāve been up to this monthā¦
In general, the intent with Little Nemo is to have minimal ācutscenesā and to convey story, characters, and lore primarily through dialogue interactions. That means the dialogue needs to get leveled up a bit from the fairly naive implementation that has been there up until now (Iām referring more to the backend as Iām happy with the dialogue UIās visual presentation).
The existing dialogue UI mimics modern texting apps, has plenty of finely tuned animations, and allows for animated portraits on either side of the conversation.
There were a few important failings of my naive first pass at the dialogue system:
And so recently I worked the Yarn Spinner tool into Little Nemo. A quick description from their website:
āYarn Spinner helps you build branching narrative and dialogue in games. Itās easy for writers to use, and has powerful features for integrating your content straight into your game.
Yarn Spinner is used in games ranging from Lost in Random, to Night in the Woods, A Short Hike, Dredge, Escape Academy, Baladins, Frog Detective 2, Button City, and Unbeatable.ā
After integrating this tool with the existing dialogue UI, we were able to move the conversations into Yarn Scripts, which immediately gives us access to some powerful tools (such as branching dialogue) right out of the gate. I have to say, Iām really impressed with this tool and how good the API and documentation are. It was very easy to replace my existing, naive dialogue implementation with Yarn Spinner with minimal interface needed to get it working with my UI.
Expect improvements to the existing conversations in the near future. Cid has been working on improving the placeholder conversations Iāve written thus far. Iām excited to get a bit more life written into the characters. š
This might seem like a jump, but weāre still talking about the same topic of dialogue systems and UI. In Little Nemo youāll be able to spend candy youāve collected to purchase items (or other less concrete rewards) from NPCs. But there are no discrete āshopsā in the world. This mostly comes down to the lack of consumable items or weapon upgrades (which are often the class of things youāll purchase in video game shops). Instead, NPCs will typically only offer the opportunity to buy a singular item or perhaps offer to do something for you if you give them some candy. So it is a bit more of a bartering system, and it makes sense to simply work that into the flow of dialogue.
A mocked up conversation example using the new choice selection & shopping UI.
Once you begin to encounter opportunities to spend your candy, it will start to make sense why you should want to collect it (and why you donāt want to wake up and lose your candy) aside from because it makes pretty sparkles when you pick it up. āØ
In addition to the logic available within conversations, and the addition of shopping interactions, next up I will be introducing some equally important elements to the dialogue system: flagging for the player when an NPC has something new/important to tell you and also allowing NPCs to move around the world based on interactions youāve had with them.
The groundwork here is mostly completed, it just needs some final touches and weāll be able to have Flip follow the player around in a more dynamic way and present conversations to the player that make sense based on where and when youāre speaking with her. So no more back-tracking to find Flip still standing by the starting bed offering the same introductory dialogue.
Additionally, something Iāve noticed in the current build of the game is that players donāt know they can speak with Minerva after theyāve rescued her. This makes sense, especially given how static the conversations are in the game up until this point, but with a bit of UI, weāll be able to indicate to the player that Mina wants to speak with you (sheāll sell you something after you rescue her). Iāll probably be able to share some GIFs of this next month.
This is a somewhat small detail, but I think it will go a long way: thereās now an animation for the moon meter, and on Nemo, when you fill the meter. Players are often confused about the moon meter and what it does, for good reason: there werenāt any indications about what happened after filling it.
Now the meter has a small animation to go with filling up, and Nemo is surrounded by hearts and sparkles with some text letting you know that Nemo has been healed. This effect was probably a lot harder than youāre imagining. The faux-3D aspect of the hearts and sparkles around Nemo (they go behind and in-front of and then again behind Nemoās sprite) requires some clever toggling of two separate particle systems rendering in different sorting layers, and the curved text required an asset from the Unity asset store. So I think I wound up spending the better part of a day just getting this one effect done (š£ much longer than Iād typically spend on a single effect) but Iām happy with the result.
If youāve been following development closely, youāve probably heard me mention the idea of ranking up. Iām probably not going to implement that system until a bit later when I have most of the content of the game complete so that I can balance it appropriately, but the general idea is that filling the moon meter when youāre already at full health will rank you up, making the game more challenging with the possibility for more rewards. I will re-use this effect with some changes to the text and particles for a rank up effect, but for now it will only ever heal Nemo.
I also spent a little bit of time this month just getting things into a state where I could make a new build for Sleepwalkers to try out. I hadnāt put out a new build for almost three months, and there were some pretty significant technical changes since then that Iāve talked about in previous updates.
You can see a full changelog since the previous build here in the patch notes, but to recap a few of the big changes if youāre a Sleepwalker and want to check it out:
Thatās it for this month. I just want to remind you to tune in to Wholesome Direct on Saturday June 10th at (9am PT / 12pm ET / 6pm CET), and consider hopping into the Discord where Iāll be hanging while the event is live so we can chat! Catch you then. š
-Dave