Daily Update (4/16/25) - Saving on the rewards screen, and more controller support
Daily Update - April 16th, 2025
Hi all! Today was another day of chipping away at controller support. One of the nice things I got done on that today is setting up a system to dynamically figure out if you're using a mouse or a controller, so it doesn't start making confusing button selections on your behalf if you're using a mouse. Also, a majority of the Market Day controller support is implemented now, with the sole exception of figuring out how to select decorations in the room to see what they do. I think that'll go in tomorrow. Also, I started on support for controllers in the Rewards screen, and as a result, added the ability to save and load your runs from that scene directly, instead of needing to replay a whole market day to get back to it. (This was always a bit buggy, so this is a nice stability upgrade). The good news is once I get the rest of that support implemented, I think all that will be left of controller support will be the decoration inventory, and that'll be it! I'll be free! So, light at the end of the tunnel, so to speak. Here's today's changelog:
Changelog (v0.14.5)
-----
- Save Games: Saving and Quitting on the Reward Screen will now save the state of the reward screen and return you to it when you next load the game instead of needing to/allowing you to replay the entire market day
- Save Games: Runs are now auto-saved when entering the Rewards screen, to prevent alt+f4 exploits
- UI: Controller Focus on buttons should now be properly removed if the player uses a mouse motion or click, and focus should be restored to a sensible fallback UI element if there's nothing focused, and the player uses a controller
- UI: Inventory and Discard pile buttons in the Market Day scene now jiggle when hovered or selected with a controller
- UI: Many UI elements in the Market Day scene have a selection outline when they gain focus from a controller input
- Controller Support: Market Day action buttons now show tooltips when selected with a controller
- Controller Support: Inventory and Discard Pile buttons are now selectable via controller
- Controller Support: Updated customer Intent UIs to be selectable via controller, and added a focus border for them
- Controller Support: Updated the Market Day scene to allow the topbar icons and Next In Line status area be selectable via a controller.
- Controller Support: Began adding controller support to the Sales Day Rewards scene. Currently supports the main buttons, and selecting additional goods.
- Bugfix: Fixed run stats not being correctly set for the customer pool viewer when loading an in progress run
- Bugfix: Fixed exploit where you could save the game on the rewards screen and then quit and reload to gain more rewards by re-playing the sales day
- Bugfix: Fixed the UI for indicating a day on the calendar is the current day going missing if the day is an event day.
Files
Get Raccoons to Riches - Pre-Alpha!
Raccoons to Riches - Pre-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
- Daily Update (4/17/25) - Almost done with controllers!1 day ago
- Daily Update (4/15/25) - Keep on controller-in'3 days ago
- Daily Update (4/14/25) - (Even more) More controller UI work4 days ago
- Daily Update (4/11/25) - More controller UI work7 days ago
- Daily Update (4/10/25) - The start of controller support8 days ago
- Public Pre-Alpha Release!9 days ago
- Daily Update (4/8/25) - UI Polishing & some new achievements10 days ago
- Daily Update (4/7/25) - A real background (and more)11 days ago
- Daily Update (4/4/25) - Scene transition iteration14 days ago
Leave a comment
Log in with itch.io to leave a comment.