The Decorations system update (11/18/24)
New Major Update: Shop Decorations!
Hey friends! So much for "daily updates", since I came down with a pretty bad cold combo'd with adding a major new subsystem into the game, haha. Still, here's the big update as a result of the last few weeks of work (minus recuperation time). Overall, this is maybe about 3-4 days of work, and a couple weeks of being a sick lazybones, but hey, that's show-business!
Changelog:
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Decorations:
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- Added a major new system: Decorations! These act similarly to Relics (from Slay the Spire), or Enchantments (fom Magic), in that they provide some kind of static beneficial effect to your shop. You have 5 different "slots" where you can put decorations: Carpet, Lighting, Workbench, Sales Desk, and Shelves. They can provide either totally static benefits, or trigger at certain times (such as on a card being sold, combined, bought, the decoration being equipped for the first time, etc). It is a pretty flexible system with a lot of "knobs" that can be tweaked for individual decorations, so I'm looking forward to expanding the available decorations in a subsequent update. As of now, there's only one decoration that does anything, but that'll hopefully be less true by the end of this week.
- Updated the calendar to take you to a choice of options when starting the day. You can now either open the shop immediately, or reconfigure your equipped decorations in a new decoration inventory scene.
- Added UI support for equipping and un-equipping shop decorations in a decoration inventory management scene. Decorations can also be sold here if the player doesn't need inactive decorations. Decorations here can be equipped via drag-and-drop into their various slots.-
- Added the first of many decorations, the Sales Ledger. This draws the player an extra card for every 3 cards sold.
- Added a number of "default" no-effect decorations
Minor Changes/Fixes
- Fixed some UI jank related to hover states on cards in your hand. You should see fewer instances of "double hovers", or cards not hovering when they should hover up.
- Reworded a few tooltips for clarity
- Fixed a few places card titles could ovverrun their UI boundaries.
- Fixed crash when trying to delete an already deleted card ui from memory
- Cleaned up old sales day over ui in room scene, to reduce project size and unused files
- Reworked some canvas layer ordering in the sales day scene - tooltips should generally now always be on the top layer, regardless of various card selection scenarios/flows
- Improved the confirmation button active state when selecting a card for a card effect to only be active when a card is actually selected
Files
Get Raccoons to Riches | Alpha
Raccoons to Riches | Alpha
Run an item shop as a Raccoon to make rent!
Status | In development |
Author | Xandor |
Genre | Card Game, Strategy |
Tags | Animals, Cozy, Deck Building, Fantasy, item-shop, No AI, Roguelike, Singleplayer, Turn-based |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Raccoons to Riches, now in Alpha!2 days ago
- Daily Update (6/02/25) - Some more new art3 days ago
- Daily Update (5/29/25) - Customer text standardization and more!7 days ago
- Daily Update (5/28/25) - Playtesting updates and new art.8 days ago
- Daily Update (5/27/25) - Card UI Polish!9 days ago
- Daily Update (5/20/25) - Compendium Performance!14 days ago
- Daily Update (5/21/25) - Card UI Popups15 days ago
- Daily Update (5/20/25) - Card Text Standardization16 days ago
- Daily Update (5/15/25) - Decoration Card Readability Improvements21 days ago
- Daily Update (5/14/25) - More UI Art Upgrades22 days ago
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