u/charmedorigins

Why is the game laggy? (& other bugs)

It's because the font I've chosen — NotoMoji Colourful — in lieu of emojis is 28mb large and has a large first content paint. You can immediately circumvent this by using the less aesthetically pleasing option of emojis OR the NotoMoji BW (Plain) alternative.

I want to push an update BUT I am still working on ensure that all content in the game is properly displaying as localised and so this is delaying the hotfix a little bit. I have, however, fixed all UI/UX errors, viewport/scaling errors, as well as most of the other bugs players have reported!

I've also written a little informational deep-dive into current sales, revenue, what I earn, and opening the floor up to any development updates. I am aware by delaying this I am allowing for more bad experiences for OurLife players (and in turn reviews & return).

For that, I can only apologise. I promise I am working very hard — and on very limited amounts of sleep — to try and ensure the game is accessible to all of you who have shown interest. I hope to be done with it all by Friday at the earliest (if all goes well) and will then need to write up the patch notes/update logs!

Again, thank you so so so much to everyone who has engaged with the game in any way, shape, or form - whether that be a wishlist, a purchase, a review — negative reviews are also appreciated and I apologise to those of you who have had a less than optimal experience but I promise your feedback is helping improve the game — or even by following along via reddit!

reddit.com
u/charmedorigins — 3 days ago

Dev Update #5: Bug Fixes and QoL

Hey everyone,

It's been a wild launch week and there's been a lot of suggestions and small bugs reports thrown my way. I promise you I have seen, read, and re-read every single post (and message) that has been sent and I am working on them all pretty steadily.

In terms of localisation, most of the in-game text appears to have properly been translated but there are a few instances that are missing or have slipped through the cracks. This means it'll take a little longer — not too sure exactly how long — to get those implemented BUT I do want everyone to know that the game has been localised to at least 10+ languages.

Almost every bug that has been flagged has now been fixed, and, for those that haven't, I am dedicating the rest of the week to them. I have also received my first negative game review (yay), so I have used that feedback — along with any feedback from returns — to finetune the game a little more.

I have noticed that due to how emojis are captured and transformed, player's first time opening a panel incurs a short delay (with larger delays for more emoji-heavy pages). This is also something I'll be addressing!

Again, thank you to each and every one of you who has purchased the game — reviewed it or even wishlisted it — as it means a lot!

Warm regards,
WaveyGaming Productions

reddit.com
u/charmedorigins — 4 days ago

Localisation: A dev-log journey

Hey everyone and thank you again for all of your support!

I've heard a lot of your feedback and I'm listening. Actually, this story comes as a result of this listening, so sit back, get comfortable, and watch me make mistake after mistake in the form of dev log updates!

Pre Post

Localisation is something that's big for me, not only because it's a huge accessibility concern but also because it means people across the globe can experience something I made in their native tongues. And that in itself is super special to me.

Fortunately, I was in a pretty good place because I'd prepared for this, right? Yeah, I'd prepared — in the way that I'd bought the ingredients — but that was only half the battle. Nah, scratch that - a fraction of the battle.

Godot offers really awesome translation tools and I'd been programming with eventual localisation as the goal, so why am I complaining? I'm not... just yet anyway.

Preparation phase

All I need to do is extract all of the text which is relatively simple. I write a .js script to extract all of the user-facing text into a csv, deduplicate the list, and then returned to the research I'd done about localisation.

The problem

I am an indie dev who is absolutely bootstrapped for cash. All this means is I have to find the most effective way to do this within budget constraints (~$0) and to a quality that players would appreciate. But how am I supposed to do that for a completely text-based game with over 40,000+ lines?

Well I guess now that I have the complete .csv, there are a lot of different tools out there that could help me. You know, like accessing Google Translate via an API and batching the csv. Ambitious, but hopefully cost effective and efficient... dear friends, it was neither. But before we get into that, here's the overly zealous developer those of you who follow me on Ko-Fi saw.

1st Post (Ko-fi | Circa 22:30pm)

>I don't want to make any promises — especially as I'm not too sure how great the translations are going to be — but I found a great tool on Github that proved to be quite useful.

>Using a similar approach (basically identical, bar adjustments for the key IDs since I don't want them translated), I was able to start iterating through the extracted text using the Google Translate API. 

>Whether or not this will work — and how long it might take — is still up in the air but I'll be sure to check back in with everyone once I have some more information. 

>As of now, I've hit rate limits a few times (that's called being overly ambitious in your batching efforts) BUT it appears one of the ten languages (French) is at 25% complete already. 

>So stay tuned lol.

Reader debrief 1

Oh my dear, sweet, naive Wavey... For those of you who are developers (and weren't in a state of ambitious hyperfixation), you already know it didn't work out. I hit rate limits over, and over, and over again.

But there was light at the end of the tunnel because I've heard good things about Azure's API from indie studios and larger game developers — it's right there in my face, I just couldn't see it — so why not give it a go?

2nd Post (Ko-fi | Circa 05:30am)

>So I'm still working on this (God knows how many hours later lol) because I kept hitting rate limits on the free API. Considering I've extracted over 40,000+ phrases, I decided to make the move to Azure's API instead and I think it's going much steadier.

>As the game was set up in Godot, I was already using its built-in translation functionality, and so, having extracted all relevant text using node, I should be able to test the translations soon and identify any edge-cases that might've slipped through the extraction.

>Because of the way this works, however, I can cater to more languages than I had initially planned BUT I'm not too sure just how accurate the translations will be or how well certain cultural nuances will translate.

3rd Post (Ko-fi | Circa 05:35am)

>This, therefore, means I'll probably have to open the floor up to the community. I'll try and find a way for players to contribute fixes for translations in a way that's efficient and doesn't require constant maintenance. Until then, that is all for now!

Reader debrief 2

Icarus, you have flown too far to the sun. I'll let the remaining dev logs tell the rest of this story and take you on a little detour. In the midst of all of this happening, let's just say I underwent a rite of passage — albeit an unwelcome one — known to game developers world wide.

I was sent a screenshot of a poll in favour of uploading a pirated copy of my game onto a piracy website (it's validating people want to play the game, sure, but the game is also only around ~$4) which is pretty funny for reasons past WaveyGaming Productions is about to reveal... so over to you.

4th Post (Ko-fi | Circa 15:00pm)

>Hehehe, I'm in danger. No, not really. I just didn't realise quite how expensive running the Azure localisation API was going to be. Yes, it was faster than the free version but at what cost... £350+ to be precise.

>And there are still a few pieces of text that have slipped through the cracks and will, therefore, still need translating. Not to mention, I don't even know if the translations are going to be correct.

>Game development has and always will be an expensive lesson lol, but at least it's a learning I'm dealing with now and not later. I've been programming long enough to know that every bug and potential (personal and programmatic) breakdown have teachings hidden within them.

5th Post (Ko-fi | Circa 15:02pm)

>I tried to be blasé and frame that as positively as possible but DAMN loooool. We live and we learn, just be smarter about it than me, and run those cost conversion numbers in your head before committing to an unreasonable sized translation task.

>Or, take your time with it, not everything has to be done in an overnight hyperfixation, with no concern for your wallet or your health lol.

Reader debrief 3

Ironic, heh? While people were trying to rob me off my sales — obviously I'm joking, I know piracy is very common and this is not a woe is me story, but rather a lesson learned — through polls, I was robbing myself through stupidity.

That being said, I now have spreadsheets of localised game data for a variety of languages that were requested by players. The issue is, we're yet to find out just how useful those translations were.

u/charmedorigins — 6 days ago

[Ko-fi Poll] Roadmap Priorities?

Hi everyone and thank you so so much to everyone who has already bought the game or wishlisted it. Your support truly means the world and I'm grateful to have built this community.

I'm getting a lot of messages currently about different things people are expecting or wanting out of OurLife and I'd like to know what you (the community) would like me to prioritise.

If you want to have your say, head on over to the poll!

ko-fi.com
u/charmedorigins — 7 days ago

[Megathread] Suggestions

With the game's release and more time dedicated to actual gameplay, I can only imagine there'll be some incredible ideas brewing in your heads.

So in addition to the bug reports megathread, I thought I'd also create one for suggestions so that everyone can have their say on new features and update ideas!

reddit.com
u/charmedorigins — 8 days ago

[Megathread] Bug Reports

With the launch, I thought I'd put together a little bug reports megathread for anyone looking to report bugs they encounter; however small or big they may be!

Please make sure to read any other existing reports before submitting your own. That way we can ensure we're not reporting the same issue and, as a result, hiding other bugs underneath them.

Thank you all in advance and I hope you're enjoying the game!

Bug report template -

OS:

Mac/Linux/Windows

Problem:

When doing X, Y happened when Z should have happened.

Notes:

Any additional information you think would be helpful to reproduce the bug and address it.

reddit.com
u/charmedorigins — 8 days ago

[AMA] OurLife Upcoming Release

Hey everyone,

I want to start by saying thank you to everyone who has shown interest in — and even wishlisted — OurLife, it genuinely means a lot to me.

As we have quite a few new people who weren't around for either alpha or beta testing (or even if you were), I wanted to give everyone a chance to ask questions and get some clarity over anything they're unsure of!

Feel free to ask about the game, its features, the game dev journey, future updates, or just anything else you might be wondering and I'll do my best to answer them all!

reddit.com
u/charmedorigins — 9 days ago

Community Request

Hey you incredible people!

Just throwing out a question to all of y'all regarding marketing and how you discover games? I've been a solo-dev for over a decade and still haven't figured out how to market — I understand the irony, being a digital marketer professionally — my own projects. Something about it being mine makes it a little (a lot) difficult but I'm not too sure why.

Ramble over, moving on to the question: how do you discover games like this typically? Are there any relevant channels or streamers you recommend I reach out to? Do I need a discord? Just anything you think might be useful I guess!

reddit.com
u/charmedorigins — 16 days ago

Hey all,

I've shown some of the improvements made to the game on ko-fi but as I gear up for an official launch, I would love to know what you would like implemented before we do launch. Please note I'm not talking about entirely new systems but rather refinements, fixes, and updates to the existing infrastructure and game!

The reasoning for this is that — whilst new content is always a plus — I want to improve the accessibility and quality of what we do have before we launch so that all of my focus can be on NEW content further down the line; without the need for excessive retroactive fixes.

Whether it's friction points that aren't necessarily bugs but bring you out of the game or annoying little mechanics you wish had easier management, I'm opening up the floor to you and I hope you take this opportunity to share your honest (no matter how brutal or even miniscule you believe it may be) thoughts!

u/charmedorigins — 29 days ago

Hi everyone, thank you all so much for all your feedback and suggestions on both the game and the trailer itself!

Introducing OurLife: a text-forward life simulator created by WaveyGaming Productions and set for official release across Steam later on in the year. This is my first time properly advertising on Reddit and I'm not too sure if I'm doing it right but I really do hope you check it out!

Interested in joining us for beta testing, why not check us out on Ko-Fi - https://ko-fi.com/waveygaming or on r/OurLife_Simulator

u/charmedorigins — 1 month ago

Hey y'all, I'm trying to decide on a colour scheme from the trailer (it uses our in-game themes so if you don't like either colour we can try out some different colours too); do you prefer the blue, the black or a completely different colour altogether?

u/charmedorigins — 1 month ago

Leave me on read or don't but there's a poll y'all can give your thoughts on so if you want to have a say? Now is your chance haha!

u/charmedorigins — 1 month ago

Just wanted to make a post to say thank you to everyone who has given feedback and reported back on bugs; they have all been fixed now (just need to push the update live but want to wait until I've worked on some new features!)

If you find any more bugs, no matter how small they may be, please let me know! It's one thing to self-test and another to go public, so it's super helpful when y'all pick up on things that I've missed.

reddit.com
u/charmedorigins — 2 months ago

I wanted the overall flow of the game to feel a lot more seamless as we move closer to the official version and a big part of that is the UI and its accessibility. As a result, I've made a few QoL additions and fixes to ensure the interface actually works with you, not against you.

  • UI Overhaul & Accessibility
    • (massive quality of life improvements across the board including full keyboard support across all interfaces, auto-closing pop-ups for smoother progression, dedicated milestone year UI accents, fully legible custom theme with dynamic contrasts that adapt to background colours, and highly visible cancel and back buttons to make menu navigation finally feel seamless and intuitive)
  • Expanded World & Localized NPCs
    • (the world feels much more authentic with the addition of Argentina and Spain, complete with culturally accurate naming systems that now correctly generate localized names and surnames for all your school classmates and teachers depending on what country you live in — seamlessly carrying those exact identities over when classmates become friends — alongside crucial bug fixes to medical check-ups so they finally respect local free healthcare laws and active insurance policies)
  • Realistic Funding & Capital
    • (reworked seed funding so the maximum capital you can raise actively scales with your fame, business experience, smarts, and past exit values — meaning that asking investors for too much will dilute your shares up to 65% or result in a detailed rejection based on your funding cap — alongside under-the-hood fixes to ensure supplier components always map correctly to their internal categories)
u/charmedorigins — 2 months ago