Jackstrap Devlog 16 - Website, Open Development, Shadows, and Translation

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art/dev whiteboard

This update focused on reworking east-facing animations, adding force / hitbox visuals, opening the Miro process, rebuilding the website, and starting localization work.

What changed?

  • Reworked east-facing animations for the new 768px spacing.
  • Added force / hitbox-style artwork to make attacks read more clearly.
  • Added shadows for every animation.
  • Opened the public Miro board.
  • Made major updates to the website, close to a version 2 of the site.
  • Worked on the public-facing content production pipeline.
  • Started the translation framework using Godot’s native localization tools.
  • Created the first English / French translation pass.
  • Started R&D around Steam achievements, updates, and authentication.

What I’m unsure about?

  • Spanish is the next translation target to test whether the workflow holds across English, French, and Spanish.
  • Crowdin is being considered for community or external translation support.

Open questions

  • Should hit distance be adjusted?
  • Should Jack be able to move while hitting?
  • Should hits be blocked if the player is moving?
  • Are 2.5D tests useful for attack directions?
  • How should Crowdin fit into the translation workflow?
  • How should Steam achievements, updates, and authentication be handled?

Next steps

Code

  • Research Crowdin.
  • Research Steam achievements.
  • Research Steam updates.
  • Research Steam authentication.

Gameplay

  • Test hit distance.
  • Test movement while hitting.
  • Test whether hit input should be blocked while moving.
  • Run 2.5D tests for attack directions.

Art

  • Continue north/south animation work.
  • Continue hitbox / force-sprite artwork.
  • Continue northeast/southeast animation work.

Other

  • Finish website work.
  • Finish the public Miro setup.

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