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Dev Blog #150 - Dimensional Growth
We published the second Unstable Build for the upcoming Community Module today. It introduces remnants of the world as well as monuments that your followers can build. You can read all about the new features here. We got a new producer on Monday! Say hi to Marcus and hear about his first week here:
I have mostly spent the week getting to know the people and the project in order to effectively do the awesome work of planning pretty much everything we do here. So far it's been really fun and welcoming and I aim to do great things with the team going forward, though probably not too much that actually shows up in the game. Hopefully I'll have some more interesting things to say next week beyond hello!
Martin I've been focusing on working with the new website for our studio, it's coming along and hopefully will be up in a few weeks! I've also done a mockup for the new loading screen, fancy isn't it?
Emma I've had a full week of just UI stuff, both general UI fixes and new UI for the so very secret feature you've been hearing about. There's been a need for some small UI changes with the additions of renaming, expertise buildings and monuments. Below is four different versions of a new UI, next to the current version.
Johannes Apart from some bug fixes for the unstable build, I've worked on the new loading screen, which is just about done, but unfortunately won't make it to the unstable build. Jens Unfortunately I can't give any big details about my work this week either since the feature is still not revealed. Though I can tell you it has been an exiting week with a lot of progress. Next week I'll be back to working on the things that are left with the expertise buildings. It is mostly going to be about polishing and fixing the UI since the ground work already has been laid. Johannes W This week I've been working on three different things: chronicler end-screen, camera movement, and GUI for the secret feature. The end-screen is starting to take shape but there is still some design stuff that is needed before continuing with the code. The work with camera movement has mostly been about polishing things. Most of my time this week has involved working with GUI. As a programmer, I've always been curious of learning new programming techniques. The GUI for the secret feature had a lot of visual animations that was created using closures. In short, a closure in C# can encapsulate variables storing state within delegates/lambdas (C#). These closures can then be passed around in the program like any normal type of data. This made it possible to create objects with complex behaviors, like having time varying values, without the need to define new classes that do few specific things or having many adhoc variables scattered around in one class whose only purpose is to keep state. In this case, state where kept in closures instead. If any C# programmer read this, I highly recommend learning about closures! This technique helped me a lot to program behaviors very efficiently.
Emelie I have continued my work on the story builder, finishing up sentences for a couple of edge cases. I have also focused on the conditions and triggers of the sentences, all that is left now is to see it implemented and watching it work. Of course there will be some finetuning but I'll do that when we get to it. Finally, I have started the work on the dreaded tutorial, we will see how it pans out. _____________________________________________________________ Have a nice weekend!
[ 2017-10-06 17:15:55 CET ] [ Original post ]
Another Unstable Build, a new employee - we keep growing in all dimensions. Besides these big news, many things we’ve been working on for a while got finished this week. Exciting times!
Community
We published the second Unstable Build for the upcoming Community Module today. It introduces remnants of the world as well as monuments that your followers can build. You can read all about the new features here. We got a new producer on Monday! Say hi to Marcus and hear about his first week here:
I have mostly spent the week getting to know the people and the project in order to effectively do the awesome work of planning pretty much everything we do here. So far it's been really fun and welcoming and I aim to do great things with the team going forward, though probably not too much that actually shows up in the game. Hopefully I'll have some more interesting things to say next week beyond hello!
Art
Martin I've been focusing on working with the new website for our studio, it's coming along and hopefully will be up in a few weeks! I've also done a mockup for the new loading screen, fancy isn't it?
Emma I've had a full week of just UI stuff, both general UI fixes and new UI for the so very secret feature you've been hearing about. There's been a need for some small UI changes with the additions of renaming, expertise buildings and monuments. Below is four different versions of a new UI, next to the current version.
Code
Johannes Apart from some bug fixes for the unstable build, I've worked on the new loading screen, which is just about done, but unfortunately won't make it to the unstable build. Jens Unfortunately I can't give any big details about my work this week either since the feature is still not revealed. Though I can tell you it has been an exiting week with a lot of progress. Next week I'll be back to working on the things that are left with the expertise buildings. It is mostly going to be about polishing and fixing the UI since the ground work already has been laid. Johannes W This week I've been working on three different things: chronicler end-screen, camera movement, and GUI for the secret feature. The end-screen is starting to take shape but there is still some design stuff that is needed before continuing with the code. The work with camera movement has mostly been about polishing things. Most of my time this week has involved working with GUI. As a programmer, I've always been curious of learning new programming techniques. The GUI for the secret feature had a lot of visual animations that was created using closures. In short, a closure in C# can encapsulate variables storing state within delegates/lambdas (C#). These closures can then be passed around in the program like any normal type of data. This made it possible to create objects with complex behaviors, like having time varying values, without the need to define new classes that do few specific things or having many adhoc variables scattered around in one class whose only purpose is to keep state. In this case, state where kept in closures instead. If any C# programmer read this, I highly recommend learning about closures! This technique helped me a lot to program behaviors very efficiently.
Design
Emelie I have continued my work on the story builder, finishing up sentences for a couple of edge cases. I have also focused on the conditions and triggers of the sentences, all that is left now is to see it implemented and watching it work. Of course there will be some finetuning but I'll do that when we get to it. Finally, I have started the work on the dreaded tutorial, we will see how it pans out. _____________________________________________________________ Have a nice weekend!
[ 2017-10-06 17:15:55 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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