SamSuka
Unnie
Unnie

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Coffee Story Extra 20240728

20240728v3:
-Renamed the game to Ukuzala Labyrinth. Let me know what you think.
-Save file location remains the same (Unlocked chapters, settings and controls, which are shared with Coffee Story)
-Fixed x-ray out of sync for player and NPCs. Key is now linked to PC only and NPCs will sync to PC on button press
-Changed title screen image
-Shuffled around title menu layout locations
-Added Mouse control reference to the Controls menu
-Fixed some unnatural facial expressions

20240728v2:

PC's belly growth was swapped with Kari's on the last turn of Horsing Around 7

Added storm ambiance and turned off music between the power going down and lighting the fireplace.

Changed Horsing Around 8 and Hard Copy 8 soundtracks to a variation of the title screen music.

Added title art and moved the menu to the left. Look, I don't know. I'm not very good at larger scale art, but the title screen needed something.

As with Coffee Story, YYC version and VM version are both available. If you don't know the difference, use YYC.

It looks like the game file size has finally reached Patreon's limit. (Make sure to copy the entire link)

https://mega.nz/folder/JzQ13CTB#Kc_UOv_O4yN9b6zaBnlE-A

(Boardgame specific changes)

-New Route.

-Yuri's route and ending have been changed towards the end. It's only fair that the ending in her route is focused on her. Do check it out, I think it worked out well.

-X-ray have been enabled again. The belly size progressions are noticeably less fluid, but that's the price of realism and being able to see what's inside.

-The original save functionality is present, but is discouraged. Think of it as very flimsy save states in an outdated emulator - unreliable.(F5 to save, F8 load)

-Game is now split into chapters. Each chapter starts after all board rolls have been made and MC is free to move around. Accessed via what was the save menu in the main project. Unlocked as you play through them.

-Removed irrelevant GUI elements for this project.

(General Changes)

There are a lot of changes in the main project that trickle into this that likely affect some UI or GUI elements.

As always, this is technically done within the same project, so I can't guarantee you won't accidentally break something and boot into the main game.

The following notes weren't present in any of the previous patch notes for the main project and are considered new:

Sound

-Added a bit more ambiance and soundtracks. I hope it's not too whimsical.

-Changed the few already present sound effects (rain by window, fireplace)

-Master, soundtrack and sfx are controlled from the menu and saved globally, rather than per save.

Inventory changes

-Every inventory item now has a sub menu: Use, Equip, Drop, Back.

-'Use' and 'Drop' function as they did. 'Back' is self explanatory and is the equivalent of just pressing the cancel action (default Ctrl and X).

-Equip puts the item in hand. Visually, this works with the 4 directional standing poses and 1 isometric pose.

-Special action keys (default C and Num 0) now have been re-purposed to function as use hotkeys for the equipped item.

-Clothes still function the same as they did, but are taken off via menu rather than by pressing 'C'

-Middle Mouse triggers equipped item hotkey (i.e 'C').

Control Changes

-Inventory now has mouse support. Left Mouse selects the slot or option, clicking the the same slot or option actions it.

-Dialog choices and interactables now have mouse support as well. Unlike with the inventory, clicking an option actions it immediately, while hovering the mouse over it selects it. There are some exceptions that don't have this implemented yet. (i.e storage units and fridge. Irrelevant for this side project.)

-Pressing and letting go Left Mouse before ~0.3 seconds moves character, as before.

-Pressing and letting go Right Mouse before ~0.3 seconds equates to the cancel action (i.e 'Ctrl' or 'X')

-Holding Left Mouse for ~0.3 seconds equates to pressing the action key(i.e 'Enter').

-Holding Right Mouse for ~0.3 seconds equates to pressing inventory key (i.e 'E').

-Text input prompts limit controls to 'Enter', to confirm and 'Backspace' or 'Control' to erase.

-'Esc' toggles menu, rather than only brining it up.

-Cancel keys move the menu one layer back, instead of going to the route.

-Last selected menu remembered, when navigating back. Sometimes.

-Movement with mouse is now more stable and won't cause the player to "overwalk" when a stop is meant to happen.

-Default pose cycle key is now 'R', as well as 'P'. As this function is now used in puzzles, I thought it would be appropriate to have it closer to WASD.

GUI changes

-The menu screen ('Esc') no longer pauses the game. This was done simplify the workload for myself.

-Menu screen transparency increased.

-Menu layout consolidation.

Dialog Changes

-Portraits don't retain the same hand position when NPC portraits change. Previously on a portrait swap, the arms would start off at the position of the last portrait before moving to a new random position. Could still random into the same position I guess.

-Increased log limit from 100 lines to 1000.

-The log gets reset when you close the game and doesn't get loaded in when you load a save.

-Saves are less bloated.

-There's a number next to the line in game now.

-You can press F12 to save it to a text file in AppData\Local\Coffee_Story_Extra. The file format is log_"current playtime in seconds".txt

-Marked when conversations end with ***

What's next?

Finish Nanami's route.

Freeplay mode. It's technically done, but too unstable for release.

Rules and mechanics for freeplay so far:

-Accessed after naming you character

-Players roll D6 twice and choose which roll they prefer.

-Fertility corresponds to the number of babies the player is pregnant with.

-When landing on a dark tile, the player will accelerate her pregnancy to the corresponding week.

-Draw a card on any light tile.

-Cards from even tiles let you target any player with their effect.

-Cards from odd tiles affect the player.

-There is a limit on some card effects. i.e no card that would push fertility over 8 will take effect. This is mostly due to sprite limitation.

-A card that can't affect the target, will affect the player instead.

-A card that can't affect the player will be voided.

-First player to finish the game wins and has to give birth.

-The player with the lowest score will remain pregnant. Other players will revert to normal.

-Final score consists of number of moves made and fertility.

I still have enough creativity to spin this for a third time. This is the time for requests, wishes and suggestions as I don't think there will be a 4th route.

I would also like to clean this up a bit more and try to putting it up on steam and itch.io. Though there's still a lot of work to be done to bring this to industry standards.

Comments

I saw a solution with letters. Does anyone know the word after this task?

Максим Витошко

but im stuck on th numbers

Chaison

birth

Chaison

day 4 still trying to get it

Butter_Shield

i got the first word riddle am stuck on the number riddle i mean i got a letter ( I ) as a hint has me confused sayings a number but give me a letter

Butter_Shield

Try to look around you, like everywhere

Mqksjdjdj

Kari wants you to remember a significant event that happened during the game. This doesn't have to be a numerical value.

Mqksjdjdj

ive gotten as far as h i t being letters as h is on the wall in the basement

Chaison

Back again, the save problem is solved, I have access to all the chapters :) I really liked the new puzzles, you just have to not skip the dialogues and in my opinion you can find the answers pretty quickly. Looking forward to seeing the last path and the freeplay. Nice job !

Mqksjdjdj

I have trouble understanding this number thing. Do we just write the numbers?

CyberAces

am lost on the last part I think word riddle does give much context for it. only hint it gave me was an ( i ) again oddly but idk if that's a bug or not from the pervious word that carry's over

Butter_Shield

Thanks, I just want to say that the chapter availability should have been getting updated for both routes. I couldn't recreate this, so hopefully I misunderstood something.

Unnie

Great update, I like the added soundscape and sound settings. Regarding the new ending for Yuri I think it works very well. As for Nanami's path, incredible, superb animation and I find the new mechanics for the puzzles well thought out and adapts perfectly to the game. Can't wait to see the end! And everything that follows! I haven't yet taken the time to test freeplay but the idea seems promising. Separating the game into chapters that can be selected individually is an excellent idea...I just don't know if it's normal that the chapters for Nanami's path don't activate, probably because the path is not not finished yet ^^ The new inventory control works correctly, as does the item equipment. Well done ! I haven't encountered any other BUGs apart from the one already mentioned with the doll's members (I'm not going to talk about the BUGS I encountered when trying to load saves...The chapters are plenty enough :)) Always a pleasure to see your project being updated and see all the new features that you think of and that you manage to implement! Wait to see more :) NB: Really good idea to have moved Nanami to the side of the table during the game phases, I find that we see her better than before where she found herself hidden by the dialogues. NB2 : SorRy foR EngLiSh Of miNe

Mqksjdjdj

Thanks.

Unnie

Found a bug! When collecting doll parts, if you talk to Kari before you collect all of them she will take them out of your inventory despite not having all of them and then it soft locks making the quest incompletable.

Huuu

-New Route. 3/4 done. STOPS BEFORE CHAPTER 6 UNLOCKS

Unnie

Tin

10/10! Loving this update, and cannot wait for more! The other path with Nanami is really cool! So excited to see what you do with this one!

Garret Hamby


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