BreadManGames

Satan's Baker
Game Developer
Oct 17, 2021
1,476
12,141
635
Hey everyone! OP here has been/is being updated with links to .07b, please read the post below for full info, I'm working through 07.25's Pre-Production currently and will have the first progress log up this coming Sunday! To clarify, 07.25 is a smaller build, and while we don't ever give timelines on release I expect it to take less time than the last few updates - god willing haha
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From the Discord, courtesy of Zakko

Demon Deals version 0.07b has been released! Check out !

This is a bugfix patch, and is almost definitely possibly maybe the last patch for this version. The full downloads for PC, MacOS and Linux have been updated. A patch on its own, instead of the full download, can be downloaded and applied to any v0.07 version (v0.07 BETA/Public/v0.07a), upgrading it to v0.07b. That means the patch does not work for v0.06.5 and below, and will break your game if attempted. For mobile/android, you just download the .apk and install it like normal.
Thank you for all the bug reports! The full changelog can be found in this !
 

Lunasmeow

Newbie
Jul 22, 2017
99
104
148
...There are really basic errors here. Example? Sure:

1st Saturday, dialogue tells you to go to a "coffee shop" on "Central Avenue".

Now, first error - minor but an error - according to your in-game map? There is no "Central Ave/Avenue". There is a Central Blvd, so okay, close enough, we get it. There's always little stuff like this in games in development. Minor issue, used to it, just mention it to the dev team for action, and move on, right? Wrong!

This leads to a bigger problem: There is no coffee shop on Central Blvd!

Where is the coffee shop? Turns out, it's not where the game's dialogue tells you to go at all! No, it is instead located where the Quest Log (luckily) tells you to go, which is entirely different from the dialogue... the West Side!

This... is basic. Dialogue doesn't match the map. Dialogue doesn't match the quest log. Simple checks here.

Furthermore, the entire design of this segment is... flawed. Why?

Well, right now the design itself works (once the dialogue errors are fixed) because we can't go into the coffee shop. The coffee shop interior is likely unfinished at this time. So when we get there and can't go in, we'll inevitably see the jumping girl, and know what to do. She's jumping, so she catches our eye. Great. But what about later? Later when, the coffee shop interior is fixed and we can go in? We'll go in is what will happen. We'll go in... to effectively nothing. No continuation of the quest. No hint how to even proceed because you'll have forgotten all about this by then (or would without this message).

Never assume your quest log will fix things! Always "future proof" current content!

This is a situation you see in many games, and it is easily solved. As many games do, what should be done here, is once you approach the coffee shop, a scripted event happens where the character in-game sees the girl jumping, notices her and directly "thinks" about her, which hints to the player that they need to talk to her, not go into the coffee shop!

This is why those little "events" happen in games. It's how these errors in design are avoided. Because frankly, the quest log should not say to "look for a girl near the coffee shop in need of help". That's a meta-level, walkthrough style guide, not a quest log. A quest log only should have information you have obtained so far in character, not hand you a guide that the game itself failed to deliver you!

All this from one single error, because they snowball. You must review your work. You have to play your game as you develop it, and not using your "outside" knowledge as a creator, but by reading the actual text you've written and seeing if it works to cause the vision you have in your head! It seems like you "played" your game, but not as a player, only as a developer. As in, not reading your own text, just going where you already knew you needed to go, because you did the programming. That's not how you test your game. You test it by slowing down and reading what you've written, and seeing if that makes any sense compared to what should happen. Otherwise, all you are verifying is that the underlying mechanics work, not the overall design of game itself, because dialogue is a massive part of the game.

It probably sounds like I'm being super harsh here - text is a bitch because it lacks "tone" unlike voice, and I am known to be shitty with phrasing. I'm listing out procedures as advice so as to avoid this issue in design in the future.
 
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thevampirate

Member
Feb 15, 2019
309
387
228
...There are really basic errors here. Example? Sure:

1st Saturday, dialogue tells you to go to a "coffee shop" on "Central Avenue".

Now, first error - minor but an error - there IS no "central avenue". There IS a Central Blvd, so okay, close enough, we get it. There's always little stuff like this in games in development. Used to it.

But this leads to a bigger problem: There IS no coffee shop on Central Blvd!

Where is the coffee shop? Turns out, it's not where the game's dialogue tells you to go at all, but where the Quest Log tells you to go, which is ENTIRELY different from the dialog... the West Side!

This... is basic. Dialogue doesn't match the map. Dialogue doesn't match the quests. Simple checks here.
I believe the map was expanded and that might have been one of the things moved. honestly thats not that big of a deal... there's about a million words in this game; that's not a simple check that's combing through hours of dialogue.
 
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BreadManGames

Satan's Baker
Game Developer
Oct 17, 2021
1,476
12,141
635
...There are really basic errors here. Example? Sure:

1st Saturday, dialogue tells you to go to a "coffee shop" on "Central Avenue".

Now, first error - minor but an error - according to your in-game map? There IS no "central avenue". There IS a Central Blvd, so okay, close enough, we get it. There's always little stuff like this in games in development. Used to it.

But this leads to a bigger problem: There IS no coffee shop on Central Blvd!

Where is the coffee shop? Turns out, it's not where the game's dialogue tells you to go at all, but where the Quest Log tells you to go, which is ENTIRELY different from the dialogue... the West Side!

This... is basic. Dialogue doesn't match the map. Dialogue doesn't match the quests. Simple checks here.

Furthermore, the entire design of this segment is... flawed. Why?

Well, right now the design itself works (once the dialogue errors are fixed) because we can't go into the coffee shop. So when we get there and can't go in, we'll see the jumping girl, and know what to do. But what about later? Later when, the coffee shop interior is fixed and we can go in?

Well, we'll go in... to nothing. No continuation of the quest. Never assume your quest log will fix things! Always "future proof" current content!

This is a situation you see in many games, and it is easily solved. As many games do, what should be done here, is once you approach the coffee shop, a scripted event happens where the character in-game sees the girl jumping, notices her and directly "thinks" about her, which hints to the player that they need to talk to her, not go into the coffee shop!

This is why those little "events" happen in games. It's how these errors in design are avoided. Because frankly, the quest log should not say to "look for a girl near the coffee shop in need of help". That's a meta-level, walkthrough style guide, not a quest log. A quest log only should have information you have obtained so far in character, not hand you a guide that the game itself failed to deliver you!

All this from one single error, because they snowball. You must review your work. You have to play your game as you develop it, and not using your "outside" knowledge as a creator, but by reading the actual text you've written and seeing if it works to cause the vision you have in your head! It seems like you "played" your game, but not as a player, only as a developer. As in, not reading your own text, just going where you already knew you needed to go, because you did the programming. That's not how you test your game. You test it by slowing down and reading what you've written, and seeing if that makes any sense compared to what should happen. Otherwise, all you are verifying is that the underlying mechanics, not the overall game itself.
thanks for catching this - yeah after hundreds of times playing through it in the early versions I've gotten in the bad habit of speeding through the early portions, and now that things have been added to I am gonna miss stuff. I'll try to do a comb through for things like this and the unwanted interactions like you mentioned. We're a small team so can't catch everything, but I do appreciate when things are pointed out in a constructive manner so thanks again

I believe the map was expanded and that might have been one of the things moved. honestly thats not that big of a deal... there's about a million words in this game; that's not a simple check that's combing through hours of dialogue.
that is what happened, and it did take me like 30min to find the stupid line saying Central Ave haha - it's been fixed though
 

SkuddyZoneFTW

Newbie
Feb 19, 2020
24
27
152
thanks for catching this - yeah after hundreds of times playing through it in the early versions I've gotten in the bad habit of speeding through the early portions, and now that things have been added to I am gonna miss stuff. I'll try to do a comb through for things like this and the unwanted interactions like you mentioned. We're a small team so can't catch everything, but I do appreciate when things are pointed out in a constructive manner so thanks again


that is what happened, and it did take me like 30min to find the stupid line saying Central Ave haha - it's been fixed though
we appreciate your and the teams hard work BreadMan, you have an honorary plate at my dinner table every thanksgiving, stay blessed and know you're an amazing artist/developer
 

fapuser7777

New Member
Oct 21, 2024
3
0
69
hello can someone tell me how to save progress mid scene, everytime i want to press escp or something else to go to the save menu it just skips or if there's a key to auto save that would help a lot
 

RiffRaff0682

Member
Aug 3, 2017
339
477
265
hello can someone tell me how to save progress mid scene, everytime i want to press escp or something else to go to the save menu it just skips or if there's a key to auto save that would help a lot
The short version is at the moment you can't.
I think its a limitation to RPGM (could be wrong)
 

Zakko

Lead Developer of Demon Deals
Game Developer
Jun 4, 2017
457
6,933
695
It probably sounds like I'm being super harsh here - text is a bitch because it lacks "tone" unlike voice, and I am known to be shitty with phrasing. I'm listing out procedures as advice so as to avoid this issue in design in the future.
While I can appreciate what I assume to be good faith intentions, indeed your entire message reads like talking down to us, as if we cannot understand basic and simple concepts because we've missed a detail here or there. We are happy to fix these types of things if pointed out in a constructive manner.
This is why those little "events" happen in games. It's how these errors in design are avoided. Because frankly, the quest log should not say to "look for a girl near the coffee shop in need of help". That's a meta-level, walkthrough style guide, not a quest log. A quest log only should have information you have obtained so far in character, not hand you a guide that the game itself failed to deliver you!
That isn't an objective truth, and I somewhat agree and disagree with your opinion on it. I do enjoy a quest log that gives the exact same info that your character has obtained, however, people ask in the literal thousands for basic instructions on where to go because they skipped info, didn't understand, or struggle with English. This is heavily minimized with a walkthrough-type quest log, which is a choice as valid as a non-meta one. That being said, I hope to be able to make it a choice in the future of which type the player would like to use.
The short version is at the moment you can't.
I think its a limitation to RPGM (could be wrong)
Yeah, it's a limitation. We could allow saving, but RPGM does not save temporary positions and changes to events, so chances are when loading the save you'd have softlocked yourself by accident. That's why in the longer events there tends to be a save location on scene change where we know it won't break the event.
 

mvf

New Member
Feb 16, 2023
3
0
36
After update to 0.07b the issue with black screen after Sunny's boardwalk is still relevant
 

Zakko

Lead Developer of Demon Deals
Game Developer
Jun 4, 2017
457
6,933
695
After update to 0.07b the issue with black screen after Sunny's boardwalk is still relevant
That is true. There seems to have been some sort of error when transferring files or similar that undid the fix. It will be fixed in the next few days.
 
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kokkie16

New Member
Mar 1, 2020
2
0
120
the call ashley quest is bugged for me, i cant seem to trigger the event, and i have progressed so far into the game that i now have 2 quests from her expecting me to call her.
 

Zakko

Lead Developer of Demon Deals
Game Developer
Jun 4, 2017
457
6,933
695
the call ashley quest is bugged for me, i cant seem to trigger the event, and i have progressed so far into the game that i now have 2 quests from her expecting me to call her.
Both of those bugs will be fixed in the next bugfix patch. You can patch it yourself now if you'd like
 
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