Introducing save slot, save slot, and save slot (v1.5.2)
Peggy's Post » Devlog
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This update would've been out a bit earlier, but some nasty little virus put me out of commission and suvius on soup duty for like a week :( Also, we ended up doing a lot of testing, which led to a lot of fixing, then more testing, more fixing... to hopefully avoid needing to immediately patch something stupid that we overlooked, which is now made precarious by the very existence of the save system.
> NEW STUFF
- auto-save system & save slot menu
- This was a chonker to get chooching.
- It feels incredibility underwhelming for it to be a one-liner in the devlog.
- So I'm adding sub-points to fluff it out a bit.
- Within reason, we'll try to carry forward existing saves with future updates. However, this game is in active development with its' data constantly changing, so it's probably inevitable that not all saves will be forwards-compatible. If you really don't want to potentially lose a save at the whim of a future update, download the game instead of playing in browser. Realistically, new updates will probably change how the core game is played/tweak balance -- you'll probably want to start a new save anyways
- main menu added
- [shop upgrade] Hire A Locksmith -> unlocks parcel storage
- [shop upgrade] VC Sorting Algorithm -> auto-sorter will put mystery pack stamps on the bottom of the stack
- reset day button added to rulebook
- real date tracking for calendar (no longer perpetually stuck looping through August)
- a few new parcel shapes & first day parcel compositions
- current funds now shown in day stats in rulebook
- funds and fines now have cents
- night/bookkeeping scene updated
- revised parcel income: now dependent on parcel size (num squares), bonus type
- revised fines: now dependent on parcel size (num squares), num parcels, infraction type
> BUG FIXES
- fingers crossed the new save system fixes a lot of the reported bugs related to package/stamp/pack persistence across days (i.e. duplication of parcels, missing parcels, "frozen" interactables, shipping grid slotting issues, silent mystery pack limit, etc.), as it completely overhauled the previous methods for handling persistence.
- "why the fine" sticky note should now only appear when a mistake is made for the first time
- fixed error in logic for how "holes" in irregular parcels are tracked with rotation and persistence
- placed stamps no longer block clicks when clicking a package "through" another package's "hole" heh heh
- fixed irregular parcel edge-case where you could only click-through 1 hole rather than n-holes
- fixed edge-case where customers would show up, but no parcels would spawn on desk
- fixed bug with 75cent stamp reappearing in endless mode after being used
- fixed null error in rotation tween
- 75cent stamp position should now also be preserved
Files
Peggy's Post Mac v1.5.2.zip 72 MB
13 days ago
Peggy's Post WebGL v1.5.2.zip Play in browser
13 days ago
Peggy's Post Windows v1.5.2.zip 63 MB
13 days ago
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Peggy's Post
A peaceful package sorting game
Status | In development |
Author | digitarium |
Genre | Simulation |
Tags | 2D, Atmospheric, Cozy, Ludum Dare, Ludum Dare 53, Management, Pixel Art, Relaxing, sorting, wholesome |
Languages | English |
More posts
- KEEP CALM AND IGNORE THE COMMAS (v1.5.1)Sep 23, 2024
- Does the rulebook go this way up¿ (v1.5.0)Sep 08, 2024
- KAN-Post price gouging confirmed!May 04, 2024
- De-Bugged BuildApr 04, 2024
- Inedible Text HotfixMar 12, 2024
- Endless ModeDec 14, 2023
- Shop, Stamp packs, and L packagesSep 03, 2023
- Improved package rotation and slottingJun 02, 2023
- Minor accessibility and cosmetic fixesMay 22, 2023
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