So the Onsen Master Team will be at MAGFest.
We’ve Got Some New Assets on the Way!
I’ve been hustling to get the incomplete mixing station that some of you saw in our last build finished. Well, it’s finally done and ready to be placed in a new version of our alpha build as we creep toward making a demo. Have a look!
Derrick here! First off, I want to thank everyone who stopped by the Onsen Master booth during the Japanese Matsuri Festival in September. We had a blast talking about what’s coming to Onsen Master and getting a chance to show you some of our game play. Thank you so much for signing up for our mailing list and showing your interest.
Since we have some new faces here, I wanted to give you a rundown of the Onsen Master blog and what you can expect from subscribing to email updates.
Usually every week or so, I will be providing the latest news on Onsen Master. This will range from concept art, time lapses, 3D game models, and bits of game play to show the latest mechanics. Here, you will also find announcements on our next public appearances, game jams, and opportunities to play test new builds of the game. If that’s not your thing, feel free to unsubscribe! No offense taken.
For those of you that want to stick around, be sure to follow Onsen Master on Facebook and Twitter. You can also find some of my other work and Onsen Master art/concepts on my Instagram. Working on getting a Twitch back up and Discord channel going for those interested in seeing and hearing us ramble on, so stay tuned!
And Now for Some Updates
International Games Day
Want to play our build again? Look for Onsen Master at the International Games Day, held at the Chicago Public Library Saturday, November 3 from 10AM - 4PM. We’re hustling to get in a couple changes implemented, but it will mooooostly be the same build from the matsuri festival.
A New Customer Approaches!
We’ve got a new customer on the way! Check out the concept art for Hogo Nohara (still thinking about that name, so don’t get attached).
That’s all for now! Again, I wanted to shout out a huge thanks for coming to support us and wanting to hear about our game. Stay tuned for more!
And I Have a TON of News
Derrick here! Sorry for the long bout of silence. These last couple of months have been extremely busy for not only myself but Tim and Leo. As we transition into the best season ever (that’s fall, btw), we will have a ton of cool things on the table for Onsen Master. Check out what’s to come below!
Chicago Japanese Matsuri
From Saturday, September 29th until Sunday, September 30th Leo and I will be set up at the Chicago Japanese Matsuri Festival debuting some early alpha gameplay of Onsen Master. Now, because the state of this game is still very early (pre-alpha in fact) that means that most of the mechanics are still being tested and not all of the art work is spiffy. But we would still love to hear your early impressions of its functionality and borrow a bit of your time. So please stop by!
Our First Onsen Customer!
I’d also like to introduce Tobu Torinou. The first onsen customer that will be inserted into Naka-Onsen.
Torinou-san is a former samurai, who has been coming to Naka-Onsen for a very long time; since the days of the original master. So you can imagine the impact of it’s closing would have on such a long-time patron. But after “a little bird” told them about the return of the onsen and they quickly took to the trails to see for themselves.
Note - Tobu Torinou’s name contains a bit of word play. ”Tobu (飛ぶ)” translates to fly/jump, whereas “Torinou (鳥脳)” is a mashup of of the kanji for bird (tori) and brain (nou).
NO MORE BASEMENT! After much debate, trial, and error the team and I have decided to do away with the basement section to Onsen Master. We agreed that it would take the player away from the pace of the game too often and so we’re relocating and redesigning it.
In exchange for the basement and ingredient shelf, we will be implementing a Mixing Station. Here the player will stop to combine ingredients, that they will then dump into the customer baths. We really feel that this will keep up the zany antics we intend for, while also maintaining a good overall pace to the level.
YOU CAN GRAB STUFF! Along with the changes to the basement, we are also changing how the player will interact with customers and objects during gameplay. Now players will be able to make use of the Left and Right Bumpers/Triggers to pick up ingredients or hold customers hands. This mechanic will be used to guide customers to their baths, as well as dump ingredients after mixing.
SPEAKING OF MIXING! Instead of selecting ingredients on an ingredient shelf, players will now combine ingredients together in a small mechanic added to the mixing station. We agreed that this would also add a new spin on how to play the game, as well as keep up the pace.
All of these mechanics (thanks to an immensely talented Leo) will be playable at the Chicago Japanese Matsuri Festival this weekend. So again, please stop by and let us know what you think!
I told you there was quite a bit to talk about this time. After this weekend, I will be sure to return to a normal update schedule and provide more news on gameplay, characters and mechanics to Onsen Master. Thanks so much for continuing to keep up with us!
Lead Designer, 3D Artist
This month I'll be out of the waters for a bit while I prep for my wedding in a couple weeks (off to Punta Cana!).
Tim, Leo, and I will still be meeting this week to review some of the bugs and gameplay adjustments needed for current build, so that Leo can work his coding magic. That way we can step into June with a clean build, ready for new animations and mechanics!
Look forward to some more updates in June!
I would've have posted sooner, but had been in fist-to-cuffs with Maya LT all week. But FINALLY, we got Mu's new animations working correctly in Unity. There are some tweaks that I would eventually like to make later, but this is a win for now.
We also have an updated inventory system, where we've now included a hotbar for easy access to a small allotment of ingredients. It really assisted with the gameplay and flow (pun intended) of movement from bath to bath.
As June 23rd approaches for the Chicago Japanese Matsuri, we're going to try and load Onsen Master up with as many great features as we can. Hoping to have a really successful first public test.
That's all for now!
Last night I decided to grind out Mu's running animation. Going to try and get this in the build and connected over the weekend.
I'm sorry. That title so damn corny, but I can't help the pun.
Anyways... I GOT MU RIGGED AND MOVING!!!
Since our last update, we've received some critical feedback that has helped us address the core mechanics of Onsen Master. It's shaping up nicely and we wanted to share some of that with you.
The driving point to Onsen Master is customer management. As Mu, you are tasked with organizing your patrons into fresh hot spring baths, based on their ailments. Once sorted, you must then retrieve an ingredient that would alleviate their symptoms and add it to their water. Sounds simple, right? Well, it's certainly meant to start that way but once you begin to receive more variant customers the game will begin to challenge you on your organization and memory.
See for yourself (and please excuse our early UI and lack of animations)
Up until now, trying to figure out what I wanted Mu to look like in-game was an ongoing frustration-- lots of doodles, turnarounds, and colorings that I just couldn't place my finger on.
FINALLY, I got something!!!