Short Night - Devlog: bug fixes!
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Hey hey Nodeki here! back again with a new devlog, this time about bug fixes!.
Quick before/after dump from this week — two visual bugs that looked small but made the game feel broken. Liberty (our main coder) did all of the heavy lifting on these as usual.
Map icons sitting off the map
In an earlier build, the spark-relay markers (and related map icons) were rendering outside the map art — floating past the paper edge which looked ugly.
Liberty fixed the placement: icons are now positioned correctly in the map. What you see in the “after” is the current setup — markers sit on the rooms where they actually belong. Not a softlock, but it made the map feel unfinished.
Opening dream cut in half
The other clip is the opening nightmare at the start of the game.
Before, that sequence was effectively split on screen — portrait/background framing and the dialogue layout weren’t lining up with how Dialogic + our custom layout expected to present the scene. You got a half-frame / cropped feel instead of one continuous full-screen beat.
Liberty cleaned up this layout error so it shows properly on the screen. The “after” is what you get now: full frame, no mid-cut split, opening dream reads as one scene.
New bugfixes are coming along in the next few days so stay tunned here!, dms and comments are always appreciated, thanks for reading!
Thank everyone for staying with us during the development of Short Night!
Cheers,Stack Studio.
Hey hey Nodeki here! back again with a new devlog, this time about bug fixes!.
Quick before/after dump from this week — two visual bugs that looked small but made the game feel broken. Liberty (our main coder) did all of the heavy lifting on these as usual.
Map icons sitting off the map
In an earlier build, the spark-relay markers (and related map icons) were rendering outside the map art — floating past the paper edge which looked ugly.
Liberty fixed the placement: icons are now positioned correctly in the map. What you see in the “after” is the current setup — markers sit on the rooms where they actually belong. Not a softlock, but it made the map feel unfinished.
Opening dream cut in half
The other clip is the opening nightmare at the start of the game.
Before, that sequence was effectively split on screen — portrait/background framing and the dialogue layout weren’t lining up with how Dialogic + our custom layout expected to present the scene. You got a half-frame / cropped feel instead of one continuous full-screen beat.
Liberty cleaned up this layout error so it shows properly on the screen. The “after” is what you get now: full frame, no mid-cut split, opening dream reads as one scene.
New bugfixes are coming along in the next few days so stay tunned here!, dms and comments are always appreciated, thanks for reading!
Thank everyone for staying with us during the development of Short Night!
Cheers,Stack Studio.
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