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You know the drill! Welcome back to another development recap for Restitched. We're so excited to show you some of our latest developments toward the game, so sit back, get comfy, and warm up those scrolling muscles!

Website Update

This month we refreshed our website! After a brief downtime for maintenance, we relaunched the site with a few tweaks and changes. You can check it out here.

Calling All Coders

In other news, we've called out for new coders to join our dev team! This announcement went live on YouTube, Twitter(X), Instagram, LinkedIn, and Discord. We've already started reaching out to a few folks, so keep your eyes peeled for their possible appearance in future Recapped posts!

Are you interested in joining the development team? We have a few open roles, though we're currently hoping to grow our coding team!

Team Changes

We've also made a few changes to the team internally this past month. We want the project to feel accessible, friendly, and encouraging to new developers - especially our highly-valued coders. This becomes difficult when some of us have less spare time or other priorities.

As a result of some thoughtful discussion, we've replaced Michael (Ritchie) as our Lead Programmer. This role is now occupied by long-time developer and Lead 3D Artist Ozy. We feel this role is in good hands and have already seen a positive impact! Meanwhile, Michael will return to development after a short break to continue coding exciting features.

As always, we've pushed loads of new code to the game this month! From new assets to bug fixes, new features, and more... Take a quick look at our git history below!

Visualizing the Problem

Ozy added new debug cubes to Stuffy this month, which helps visualize raycasts, identify bugs, and fix movement more easily!

The new debug casts can be adjusted as needed, allowing our coders to see when a surface is detected or impacted.

Stylish Stamps

Thanks to our talented 2D Artist, Carter, a new batch of Stamps have been illustrated this month - many of which are meant for our Egypt-based theme!

Carter commented on the Stamps, stating:

The Hieroglyphic Head is supposed to go on materials that shape the rest of the hair, so I provided some examples

Backlog Buildup

Halston has also been working through our Stamps backlog by importing new designs using our custom engine tool. While Stamping is still being remade in-game, we like to get ahead of things by making sure the assets are ready for the day it's restored!

We've been busy creating and importing a few new models this month. We love getting new assets to play around with in the level editor!

New Props

After spending some months expanding Stuffy's Wardrobe, our 3D Artist Cade has shifted back into modeling Props. This month he started by creating a "Fine China Dinner Plate":

We've also imported a Hammer to the game, because what's a level editor without some tools to build with?!

Santiago modeled two versions of a new "Thread Bobbin". One is used as a Prop in the level editor, while the other is used in the Wardrobe and features a felt rug on top!

We intend to have the thread match your Personal Color while in the Wardrobe, which is a preset you can choose that alters the appearance of your Craftbook and other in-game UI.

Props with a (Re)Purpose

Halston repurposed a few models from our level backgrounds, so they can now be used directly in your levels! We try to repurpose as many useful assets as possible, as it helps reduce file size and makes the most of what we have.

We also find that bringing background art into the play area helps tie the whole scene together with a less obvious separation of player-made content and the environment.

Hanging Tarps

Evan began his first art test for the default level background, starting with tarps that hang around the level boundary. We started to see a vision take shape!

Our original default level background (still shown below) was made wayyy back in 2020! It was originally a placeholder asset by a 2D Artist (Carter) learning to make 3D models, but we liked it so much that we kept it for years!

However, when we switched to 15 layers we had to decide on a replacement. The original background only supported 5 layers in depth and had some texturing issues.

New Default Background

Further progress on the new default level background was made shortly after the tarps. Evan and Halston initially brainstormed some ideas, including the use of scaffolding. We wanted to keep the construction aesthetic, as it ties into the blueprints and building theme of the game.

Once the basic model was blocked out and scaled with the game's requirements, further work could be done to polish it and make it pretty!

We're a bit nostalgic for the original background and wanted to refresh it rather than outright replace it, so Halston proposed changing the busy floor texture to the one we originally had in the old version. This helped things feel a little more open, breathable, and "blank".

After a week or two of iterating, Evan shared a progress update that included a near-final look at the background! We can see scaffolding, cables, hanging tarps, and small Props like paint cans and wooden pallets.

Below is the final background in-game with Props and Building Materials placed:

Halston later added a custom shader so the tarps flow and sway subtly, giving some life to the scene!

Beach Vacation

Even teddy bears need a vacation sometimes. What better way to do that than to create a spur-of-the-moment beach background for them to relax in?

That's exactly what we did this month! While waiting on some other assets and tasks from other developers, Halston used this time to assemble a new tropical and tranquil beach environment.

Being from a beachy state, Ozy stated he's also looking forward to giving this background some extra love and detail someday.

Building with Blueprints

Our 3D Artist Santiago is full of tricks! He offered to help with tileable material textures this month, which allowed us to get a new "Blueprints" Building Material in the game.

Halston and Santiago aligned on this process, tossing feedback back and forth. Below is one of the first progress updates Santiago shared:

Halston proposed getting rid of the diamond-shaped intersections, as it was making it look more like cracked tile than wrinkled paper. After a few tweaks and adjustments to the normal map, the new material was added to the game:

Cade's Cosmetic Curiosities(TM)

As mentioned, Cade has switched back to Props development - but not before he put out a stunning new batch of apparel for our favorite plush friend! Below are some of the new models he shared this month, including a Spa Robe, Yoga Pants/Leggings, and Striped Track Pants.

Continuing this streak just a few days later, Cade shared an update on Basketball Shorts, Tighty Whities (underwear, duh), and Distressed Jeans.

Stuffy sure is becoming quite the fashionista! We are not looking forward to laundry day.

Last but not least, Cade offered us a new look at some upcoming Dress models, including a long and short variant:

Skin(ny) Legend

Wait, what? Do you mean to tell me there's more? Cade couldn't stop there, without first giving us a few new work-in-progress Skin textures for Stuffy! Thanks, Cade!

Marble, Tiger, Turtle, and Leather are among the new Skins started this month.

Yummy Gummy

Do you remember the gummy bear outfit from a few months back? Well, this month we revisited it with some new shader knowledge. It's now more accurately colored and see-through, and has a normal map that looks gooey!

You’d think with all these pesky bugs, we'd have already given Stuffy some roach-repellent spray... We'll add it to our shopping list. This month brought new bugs, as well as the patching of a few older ones.

Movement Feedback

Halston tested Ozy's latest changes to player movement in a separate branch of the game. Some promising improvements are being made, allowing Stuffy to be more physics-based than before. However, it's also introduced some new issues with climbing and detection. Halston offered some feedback:

Stay Hidden, and Don't Touch Me

Hidden and non-collidable objects are often marked as such in our developer settings, but, for possibly the third time, a bug has reintroduced itself that breaks this!

Our newest Coder, Josh, took a peek into the code and pushed a fix that made sure hidden things are once again non-visible in gameplay. However, they still had collision when they shouldn't. After some digging and tossing around ideas, we led Josh toward a permanent fix. Now we can rest easy knowing Stuffy can't stand mid-air on invisible lights and objects!

Fussy Brushing

Halston ran into a new bug with brushing and merging shapes. This has something to do with the way we now generate and merge custom collision in the new 3D physics code. Oddly, this only happens when merging from one side and not the other!

Lewis was looped into this, as he's worked on this feature before. It's currently being investigated!

'Falling For You' - Now in 3D

To no surprise, we've identified another new issue relating to grouped objects! When two objects are grouped, the group prefab is locked into certain axes. This prevents it from rotating freely and keeps the 2D/2.5D game style.

Unfortunately, some bug beyond our direct control is causing groups of multiple meshes to rotate freely when they fall and hit another object. We suspect this is an origin point or axis issue in Unity itself, so more work needs to be done to fix it ourselves.

Needle Ninja

Lewis continued the head-scratching journey toward fixing the broken Needle 'n Thread mechanic. We've switched to a new method of collision for the thread, so it's now an actual rope based on particles and not just a flat stretched image. Sadly, this has brought loads of new issues - including trouble spawning the Needle 'n Thread itself.

We're pretty confident in our coding team, so we're sure they'll stitch this gameplay mechanic back together soon!


Climbing Detection

Ozy used his new debug cubes to test and improve ledge detection! Below is an example of Stuffy sensing a nearby ledge set to "Climbable". Next up is polishing the movement and restoring those lovely animations.

Movement Refactoring & Fixes

Ozy also made some tweaks to depth-based movement. Previously, Stuffy had trouble walking between Props lined up on the z-axis. You can now walk freely between them, even if they're slightly different heights. It still needs a bit of work to ensure you don't hang while walking back and forth, and we'll make sure Stuffy doesn't flail their arms out like that!

Further work was done in Ozy's movement refactoring, including better slope and acceleration support. Stuffy now reacts realistically on angled surfaces, so no more sticking to it!

Note: the footage below is for debug and refactoring. We promise Stuffy isn't this slow. :)

Last month we shared a look at new concepts for the level ending UI. This would be a popup window that details your stats from the level once it's finished.

This month, 2D Artist Daniel made a few tweaks to Halston's initial outline in these new concept images:

We liked the idea of adding more visuals to the menu, such as level thumbnails and user icons. As such, an updated concept was made by Halston with these changes in mind!

Also added is a panel displaying the level description and the choice to upvote or downvote the experience, which would eventually factor into an overall star rating system.

Note: these are just concepts made in an external program, not in-game (yet)!

Daniel was recently tasked with translating Cpt. Stuffy's outfit into Restitched, hoping to fit the clothing to the Stuffy character model. This posed a few small challenges, as the comic illustrations of this character are stylized, such as in head shape.

We think it turned out beautifully! Now, the next challenge is Puddles!

The animation duo is back in action! Luke and Brennan shared progress updates on their endeavors in cutscene animation. Below is the updated and polished movement from one of the first shots:

A new look at one of the later shots is also shown, featuring a shiny and enticing needle! Look familiar?

We can't wait to see this great work continue!

Once all shots have final animation, we'll do a polish pass over the whole thing to make it look extra nice - including camera, texture, and lighting work!

The Grandiose Tales of Cpt. Stuffy is planned to wrap up later this year, but we still have a few pages left to create! Stuffy's adventure is getting hairy after an encounter with opposing pirate forces. Take a peek at our latest comic work:


We asked our Discord community to submit questions for this Recapped post, with a chance that we'd answer a few important or frequently asked ones! Take a look at this month's questions and our answers:

Grizzly_nick:

"when do you think the game will release?"

As you might expect, we don't have a date yet. We don't even have a timeframe! We're developing the game as hobbyists. It must be made organically without the pressure of meeting a release deadline. We can't always predict our free time, so development is faster and slower depending on the month.

We want to see it in your hands as soon as possible - but only when it's good enough. We'll keep you posted, but we don't expect to have any estimates in mind until much later in development. For now, let's enjoy the journey and see where it takes us!

Coffee:

"Will we be able to griddy and dab in this game?"

We're working on an emote system, but it's not a priority over gameplay and other main features. We're sure the animators will eventually set you up to hit a mega dab.

Yuki64:

"Would the game have logic tools? (even in an update)"

Yes! We're working on logic/automation tools, including basic and advanced logic gates. We've confirmed this feature and shared glimpses at early prototypes in previous Recapped posts. We're focusing on other areas of gameplay for now, but we'll keep you updated when we return to this feature.

Prism:

"will there be support for custom assets?"

No, we have no plans for custom asset support at this time. We've released a full statement on this, which you can read here.

Arcadius:

"Are you looking foward to any collaborations with other IPs for DLC?"

It's too early to focus on add-on content or collaborations, but we do have a couple IPs in mind and have even created full concept sheets for them!

Pepe me Peu:

"Is there regular grabbing on top of the needle and thread grappling hook or is all grabbing done through the hook? Also, is there a way to disable the needle and thread grappling hook?"

The Needle 'n Thread is always with Stuffy, but it can only be used if the creator of a level has turned the setting on per object. While Stuffy can push things away from them (if enabled by the creator), pulling and grabbing are only possible with the Needle 'n Thread.

jack:

"what are some of the funniest bugs you guys encountered during development so far?"

We've had some pretty wild mishaps, but the funniest is probably when Stuffy got locked into an animation after climbing and would float around like a ballerina!

Midnight_Monday:

"What will the multiplayer situation look like for the game - more specifically will there be options for split-screen local co-op or a single shared screen between players?"

We can't quite confirm online multiplayer right now, but our minimum goal is to offer local co-op with a maximum of two players on one device. Local co-op will be a shared screen setup.

qwop28:

Will the Soundtrack be released on the Steam Store? How will it's usage be handled in online media such as YouTube and Twitch?

User created levels will be shared via the Steam Workshop, will we also be able to share smaller more individual pieces of content like objects and/or costumes?

Yes, we plan to release the soundtrack for Restitched on Steam. Our composer is putting great care into ensuring there are no copyright flags in the music, so we expect you to be able to use it on any video/streaming platform without issue.

We do plan to use the Workshop for more than just levels! We're working toward shareable Stuffies and saved in-game creations, but it's still early and too low of a priority to confirm.


Seaside Shamble

by: Halston


Grunge Garage

by: Luke

Note: this was recently made in an old build from August 2023

Seaside Shamble, but in the forest

by: Halston

Beach Picnic

by: Halston

Oh, Duck.

by: Halston

Thanks for joining us in this development recap! We hope you've enjoyed reading all about our latest game development shenanigans. We'll see you in the next one!

What was your favorite part of March's progress? Let us know!

Files

Comments

Emi`

The environments are looking absolutely lovely! :D

Ruben

A thumbnail for levels would be awesome to see what we're getting into ^^

Michael Pelletier

i am ready to spend a million dollar on this game