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naelstrof
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KoboldKare Patch 28.10.2020

This month I've been trying to pave way for full blown multiplayer-- This has so far been a really good decision because it's forcing me to clean up how objects interact, and clean up the structure of things. My code is getting cleaner and easier to work with as I approach actual multiplayer readiness.

With lots of new players in mind, I finally tried addressing the fact that the game has really weird controls. I watched a fair number of people play the game, and they all would try the same things at first-- So I tried to transform my controls to work with what these players tried!

I also finally got Localization in the pipeline, luckily I have a lot of friendly users who helped me with the translations-- I haven't got credits ready in the game yet so I might as well post it here:
TabbyCatface: Russian, Ukrainian Translation
Slowboii and Kujawiaczek: Polish Translation
Snaked Snake: German Translation
LynxModernWitcher: French Translation
Adept Lughir: Dutch Translation

The rest of the languages are machine-translated, if you're interested in helping with the translation, join the KoboldKare discord! https://discord.gg/WGff3rR (and poke me)

Anyway, here's the patch notes for this month:

The advanced grab change is something that I've been thinking about for a long time. It used to be bound to the primary mouse button, and permanently affixed to the center of the screen. This caused a lot of confusion though because in practice it was secondary, or even tertiary to the primary game loop. The first thing any player does as they play the game is try to water the egg, and the advanced grab isn't useful at all for that.

And because it was fixed to the center of the screen, it made any sexual interaction really jarring as you had to shake your entire head with the motions. So I've decoupled it from the screen, and buried it behind a context button which switches how your mouse works. The decoupling lets you shake kobolds and penetrators without making yourself sick, and the context button allows for me to pop up a bunch of ui to help players learn how it works. Let me know what you all think about it!

I'll be spending the next couple days updating the twitter, and the Steam page to reflect the changes. Next month I'll hopefully actually be working on some multiplayer integrations.

KoboldKare Patch 28.10.2020

Comments

Yeah! Chem mixing is going to be a primary game mechanic, though it'll be a while until I get the props I need for making them work (I've commissioned a couple props so hopefully soon!)

Naelstrof

There is not, and probably won't be. Sorry!

Naelstrof

Also, are there any plans for the dog-like depiction of Kobolds?

Connor Jones

But seriously, is the plan for an in-game chemical combination tracker still in the pipeline?

Connor Jones

So when do we get the Australian translation? (This is a joke)

Connor Jones


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