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Dev Blog #147 - Story Building
We published an Unstable Build this week, featuring what we’ve been working on the past weeks. Renaming of cities & followers, a bulletin board that shows world notifications and much more can be tried out now. More details & how to access it: Community Module: Unstable Build #1 Now Live! On the same day, we received a live-action video for Crest from DiggeryK. It blew our team’s minds! An insane amount of time and effort went into the creation of this video and it's full of nifty details like featuring a joke chiptune song from our OST. https://www.youtube.com/watch?v=f2C9Rl2hulg
Martin I had a very rough but rewarding week, Johannes and I went on a business trip to Stockholm this Wednesday, since we’re living on an island that’s no laughing matter, but going by ferry gives you a nice working ethic, there’s not much else to do. The business meetings in Stockholm proved to be worth it and I will probably have some great news to tell you soon. Between all of the company work I managed to squeeze in another corpse, of lions this time.
Emma I have been working on the 3D models for the different tiers of the Expertise buildings, which will give the player more feedback of when cities advance in level of a specific expertise. Before, there was only one state of each building, no matter the skill level. As you might remember, I created the concepts for all the buildings last week; which served as a guideline for the 3D models. Concepts and the 3D models don’t necessarily need to match up exactly every time, since problems can arise while modeling that you didn’t consider when drawing it. For example, there were some buildings that were supposed to have pots or debris lying on the ground, but practically this wouldn’t work in Crest as the buildings are not on a flat surface every time they spawn. Below is the Mining building, with the previous concept.
Johannes This week I’ve spent mostly doing company work and being on business meetings, the sort of meta game of making games. Jens This week I moved on from the remnants feature. Followers, Cities, Ostriches, and Lions now all leave decaying remnants behind. The remaining animals will be implemented as soon as their models are done. While waiting, I started to work on redesigning the expertise system. This is part of a larger feature which involves followers now spending more resources when constructing buildings, including the expertise buildings. In order to increase a certain expertise in a city, a follower must continue to add tiers to the corresponding building. In addition, there will also be improvements to the feedback of a cities expertise levels. Johannes W I applied some final fixes to navigating between cities early this week before moving on to update the camera movement and controlling. The main feature that will be new to the camera is orbital rotation. It means that the player can hold one of the mouse buttons and rotate around a point in the world that is the center of the screen. The player will also be able to use left and right mouse buttons at the same time to rotate towards the point on where the cursor is pointing at while also orbiting around it. It will give the player a lot of control to move around in the game world.
Emelie I’ve continued my work with the “story builder” that will give the players a summary on their playthrough when it ends. It’s been a rocky start, as stated last week. I find it difficult to get a good text in place that can be specific but still generic so we can generate a different text each time that the player can relate to and remember “oh that happened” or something like that. In order for me to finish this as quickly as I want it, I have cut down a few of the texts and focused on making just a couple to prove that it works, it’s easy to add when the system is finished. As of now the layout of these summaries are: [Headline Intro Event 1 Event 2 Cause of demise Outro] If it doesn’t work at all, we will see that when we test it and make changes accordingly. Text can always be iterated, at least that’s what I tell myself at night. It will hopefully be finished by next week so I can start working on reworking the tutorial. _____________________________________________________________ Have a nice weekend!
[ 2017-09-15 14:05:51 CET ] [ Original post ]
While Emelie has been focusing on making a Story Builder for Crest, someone else finished building his own story and told us the first part in form of a live-action video! This and more about the recent developments of Crest below.
Community
We published an Unstable Build this week, featuring what we’ve been working on the past weeks. Renaming of cities & followers, a bulletin board that shows world notifications and much more can be tried out now. More details & how to access it: Community Module: Unstable Build #1 Now Live! On the same day, we received a live-action video for Crest from DiggeryK. It blew our team’s minds! An insane amount of time and effort went into the creation of this video and it's full of nifty details like featuring a joke chiptune song from our OST. https://www.youtube.com/watch?v=f2C9Rl2hulg
Art
Martin I had a very rough but rewarding week, Johannes and I went on a business trip to Stockholm this Wednesday, since we’re living on an island that’s no laughing matter, but going by ferry gives you a nice working ethic, there’s not much else to do. The business meetings in Stockholm proved to be worth it and I will probably have some great news to tell you soon. Between all of the company work I managed to squeeze in another corpse, of lions this time.
Emma I have been working on the 3D models for the different tiers of the Expertise buildings, which will give the player more feedback of when cities advance in level of a specific expertise. Before, there was only one state of each building, no matter the skill level. As you might remember, I created the concepts for all the buildings last week; which served as a guideline for the 3D models. Concepts and the 3D models don’t necessarily need to match up exactly every time, since problems can arise while modeling that you didn’t consider when drawing it. For example, there were some buildings that were supposed to have pots or debris lying on the ground, but practically this wouldn’t work in Crest as the buildings are not on a flat surface every time they spawn. Below is the Mining building, with the previous concept.
Code
Johannes This week I’ve spent mostly doing company work and being on business meetings, the sort of meta game of making games. Jens This week I moved on from the remnants feature. Followers, Cities, Ostriches, and Lions now all leave decaying remnants behind. The remaining animals will be implemented as soon as their models are done. While waiting, I started to work on redesigning the expertise system. This is part of a larger feature which involves followers now spending more resources when constructing buildings, including the expertise buildings. In order to increase a certain expertise in a city, a follower must continue to add tiers to the corresponding building. In addition, there will also be improvements to the feedback of a cities expertise levels. Johannes W I applied some final fixes to navigating between cities early this week before moving on to update the camera movement and controlling. The main feature that will be new to the camera is orbital rotation. It means that the player can hold one of the mouse buttons and rotate around a point in the world that is the center of the screen. The player will also be able to use left and right mouse buttons at the same time to rotate towards the point on where the cursor is pointing at while also orbiting around it. It will give the player a lot of control to move around in the game world.
Design
Emelie I’ve continued my work with the “story builder” that will give the players a summary on their playthrough when it ends. It’s been a rocky start, as stated last week. I find it difficult to get a good text in place that can be specific but still generic so we can generate a different text each time that the player can relate to and remember “oh that happened” or something like that. In order for me to finish this as quickly as I want it, I have cut down a few of the texts and focused on making just a couple to prove that it works, it’s easy to add when the system is finished. As of now the layout of these summaries are: [Headline Intro Event 1 Event 2 Cause of demise Outro] If it doesn’t work at all, we will see that when we test it and make changes accordingly. Text can always be iterated, at least that’s what I tell myself at night. It will hopefully be finished by next week so I can start working on reworking the tutorial. _____________________________________________________________ Have a nice weekend!
[ 2017-09-15 14:05:51 CET ] [ Original post ]
Crest
Eat Create Sleep
Developer
Eat Create Sleep
Publisher
2018-03-08
Release
Game News Posts:
168
🎹🖱️Keyboard + Mouse
Mixed
(302 reviews)
The Game includes VR Support
Public Linux Depots:
- Crest Linux [307.61 M]
Available DLCs:
- Crest - Art Book
Pitch
Welcome to Crest, a god game where you are as a parent to your children. Your only way of communication with your subjects is commandments you write for them. How these commandments are interpreted and remembered are not set in stone. What you write and what experiences they have with the environment is the basis for their religion. You might find that your people will change on their own accord over time and use your commandments for their own devices.You have an indirect control of your people with your commandments; consequences of your actions may not always be clear and you will need to be aware of the ever-changing environment and your people's disposition, amongst others their disposition towards you. Expressing yourself is the key of Crest; you will do so through your people and the world they shape.
Key Features
- Write rules for your subjects which will have interesting consequences.
- Many different ways to express your divinity which will be reflected in your followers.
- Immersive feedback which will show you the progress of your people and create a rich history.
- Procedurally generated game world which changes over time and shows wear and tear.
- An expressive game without end-goal where you can focus on building your legacy.
- Your people have free will, focus on leading them rather than controlling their every move.
- Emergent world where weather, vegetation, mineral deposits, drought and animal behavior will create surprises.
Progression and Losing
Every new world you start is unique; you can't have multiple saves of it so you will have to think carefully of what you want to do. If your people die off that world is gone forever as a playable save file. However, you will be able to view the legacy of your old worlds. As long as your people live you can continue playing, and as you progress create your own history.Setting
Crest is an Afrofuturist game that reimagines how humanity arose in the cradle of humankind on the African continent. It's a historical themed game that tries to emulate an advanced iron age civilization that could have existed a few thousand years ago. The setting for the game world, its flora and fauna is based on African biomes, with rainfall determining the tug-of-war between desert, savanna and jungle.MINIMAL SETUP
- OS: Ubuntu 12.04 or newer
- Processor: 3 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 1 GB VRAM and shader model 4.0 compatible
- Storage: 1 GB available space
- OS: Ubuntu 12.04 or newer
- Processor: 3 GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce 1060 or equivalent
- Storage: 1 GB available space
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