Credit and Flowers to those that have created the river Hanamachi
Established in 2024
Miyagawachō is known as the River Hanamachi in Kyoto, Japan. The following individual through their dedication and expertise have helped to craft and establish the Miyagawachō that we know and are able to participate in today. Without their work and contributions, this group would not be what it is today.
Primary Development Team and Contractors 🪭
@Im_Hiatus
Primary Scripter (January 2025 - Present)
Scripting
Creating repository and configuring the codebase
1st person camera system that swaps to third person, swappable front and back views
Datastore components and configuration
Food ordering system for both regular players, and staff members
Food eating system
Drinking system
Default animation handler
Staff animation handler
Custom chat handler and chat positioning
NPC mainframe
@Ancientvonden
Secondary Scripter (February 2025 - Present)
Scripting
Modularity of repository
Extensive staff instrument system with audio radial distance
Karaoke system
Emote and animation keybind handler
Admin panel and in-game admin systems
Music ID laptop with audio radial distance
Complete staff morphing system
Created multiple scripts and systems for efficient optimization of main game
@Dev_Breezy
Scripter (March 2025 - Present)
Scripting
Configurable light switch system
@Kralupsi
Scripter (March 2025 - Present)
Scripting
Shogi game
@Syddton
Primary Builder (November 2024 - March 2025)
Art
From November 2024 to March 2025, Syd was the primary builder for Miyagawachō. They handled the assembly and building of all exterior buildings within the Hanamachi
Optimized, assembled, design and drafted the Hanamachi, following the google maps on a 1 to 1 reference ratio in the game itself
@LaasanhaEnjoyer
Building Specialist (March 2025 - Present)
Art
Map optimization
Asset modeling and texturing
Thorough review of each building, adding missing details through modeling, building, and texturing
Creation of the park through terrain building, 3d modeling and texturing
@chathaa
Builder (February 2025 - Present)
Art
3d modeling specialist
Expertly crafted the roads, street lights, street lamps, sidewalks, and generalized 3d asset props
Fake roads and buildings to block “dropoff” zones
Fake city behind river to match the 1 to 1 of google maps
@Blutheim
Builder (November 2024 - Present)
Art
Korin interior
Mifuku interior
Komaya interior
Karaoke bar interior
Shigemori interior
Kaden ochaya interior
Chocolat interior
Assistants interior
Sensei interior
Kawayoshi interior
Toshikimi interior
@Snunieee
Atotori and Head Artisan (November 2024 - Present)
Art and Graphics
Masterfully crafted all Staff morphs through Modeling, UV Wrapping, Weight Painting, and Texturing
100s of hours worth of revisions on Staff morphs to get the desired and ideal results
Created the Discord Icon
Created the Game icon
Created Kamon in Gold and Black for the Hanamachi and all Okiyas
Contributed to graphic design through signs, banners, and 2D text throughout the map
Generalized 3d asset creation
@CaptainLL3097
Head Animator (November 2024 - Present)
Animation
Animated all Default R15 animations
Animated all Male Staff animations
Animated all Female Staff animations
Animated Chef NPC animations
Animated all Rickshaw animations
@iflorencee
Head of Art (November 2024 - Present)
3d Art
Shogi
Chado
All utensils, plateware, and cutlery
Tosenkyo
ToraToraTora
Konpira fune fune
Guessing cups
100s of misc assets such as vases, furniture, and development assets for Scripting
@Sojacheo
3d Artist (March 2025 - Present)
3d Art
Number of miscellaneous gameplay and generalized assets
@RisoBoi
Graphic Artist (March 2025 - Present)
Graphic Art
Umbrella textures for umbrellas
In-game graphics and icons
@Varyndor
Production Manager and Game Designer
Production Summary
As the production manager, game designer and co-owner of Miyagawachō, I had to play many different roles during the production process of this project. While my primary roles were Production and Game Design, I also stepped in to fill roles of animation, scripting, 3d art and building. All of this was in an attempt to make the lives of our developers, easier
This list would be very long if I were to list every single contribution I made to the game, so I will summarize my personal contributions to the bare-bones:tanabata_tree:
Primary game designer, working on both gameplay and communal elements of the game design. Focusing on level, world and gameplay design
Drafted and conceptualized in-depth GDDs for the game, including monetization and KPI metric reaching procedures
Organization and upkeep of development tools such as Jira, Miro, and Github repo
Assembly of multiple development parts such as making sure pieces were properly welded, uploading and organizing 100s of decal assets into ReplicatedStorage, buildings and structures in the primary game map,
Managing of multidisciplinary developers across multiple fields, utilizing and specializing in organization tools like Trello and Jira during production timeline
In-depth organizational spreadsheets, including a running document of every animation, SFX and VFX as well as their studio IDs
Uploading, weight-painting, and finalizing all LC and UGC in the group. Had to solo learn the intricacies of Roblox caging and skinned-meshes for the morph system
3d modeling and texturing in Substance Painter
Revisionary and quality assurance testing, being responsive to developers and ensuring their needs are met. Ensuring all blockers were dealt with swiftly and promptly to continue development timeline
Primary developer for communal systems, such as community structure and functionality
The above list is a running tally of contributions, and will be finalized when the game releases. I am using this forum as a place to track contributions during development