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Dev Blog #151 - Brushing Up
We started a Wikia for Crest to make it easier to understand all the systems in Crest and in the future we'll eventually integrate it into the game itself. It's bare bones right now but we're continuously adding text and would appreciate your help in making it look more pleasing: Crest Wikia This week we also managed to go viral on imgur and made it to the frontpage with the following gif. We accidentally applied a shader that mixes vertex colours and diffuse to a model without UV coordinates. The shader chose to mix the colours with the camera instead et voilà: "Crest - Other Dimensions" was born:
Martin This week has been eventful, I've redesigned the faith interface as you can see below. We didn't think it reflected clearly enough why you get influence. So we've streamlined the feedback and in the process removed the upper influence limit. Instead you get an allowance calculated from how many followers are happy or dissatisfied with you. This was how it worked generally before, but was more obtuse and confusing. Hopefully you'll like this better!
Emma This week I've been working on new UI and rework of the current UI. The Faith System is being changed slightly, which affects both the UI for Influence and adds a new tab of Faith. The layout of the Diplomacy tab was also changed, to provide more visibility for each city. With this, it'll be much easier to keep track of how your followers feel about you and how the cities feel about each other!
Johannes Some more tweaking was done on the loading screen, and it is now done in our internal build. The experience of starting the game is roughly 1.2 million times better now. I've now started doing some research related to making the islands a bit more varied. Tomas I have implemented a new city symbol, based on the Acacia trees and shrubs. I have polished up the monuments feature and added monument ruins using Jens’ glorious remnant system. Also, I have changed cannibalism so that followers no longer eat each other immediately. Instead, they build up a motivation to do so over time before actually doing it. This should give the player a chance to intervene before cannibalism happens... if they want to intervene of course. :)
Jens This week has been split into two major tasks. I have been working with our audio designer, iterating through new sound effects that are going into the game later and I have also finished the new Builder follower, adding all the behaviour it needs. Most of the UI for the expertise buildings is now working, though it will need more iterations later since I used some placeholder items for now. Next step will be to get a floating feedback for when the followers spend resources.
Johannes W This week I've done a lot of refactoring and adjustments for the in-game underworld. The new game-over screen we are working on includes the chronicler showing the history events spiral. To this point, the underworld scene was coupled to the main world scene in way that it was impossible to use the same assets and scripts for the game-over screen. It has now become more modular, but there is still some more work left to do. I also started to work on generating unique stories when a game has ended, just to take a little break from the previous task. Emelie wrote different combinations of sentences and words depending on what happened in the game. It should be implemented in our internal build next week, at least.
Emelie I have finally started work on the tutorial. I have spent time pondering on what is vital for the player to know at the very beginning and focused on those. Many messages were cut and the ones left will need to be reworded. After I’d decided on what to keep in the basic tutorial, with help from the team, I made a flowchart for everyone to see. Now I am reworking the messages that will guide the player through our tutorial, wish me luck!
Marcus This week I have been busy with getting to know the project better and doing Producer stuff, such as planning, providing feedback and generally helping out where possible, both for the project and for the company as a whole. _____________________________________________________________ Have a nice weekend!
[ 2017-10-13 13:54:06 CET ] [ Original post ]
Most of the work this week has been around improving usability and user experience based on all the feedback we got from you in the recent weeks.
Community
We started a Wikia for Crest to make it easier to understand all the systems in Crest and in the future we'll eventually integrate it into the game itself. It's bare bones right now but we're continuously adding text and would appreciate your help in making it look more pleasing: Crest Wikia This week we also managed to go viral on imgur and made it to the frontpage with the following gif. We accidentally applied a shader that mixes vertex colours and diffuse to a model without UV coordinates. The shader chose to mix the colours with the camera instead et voilà: "Crest - Other Dimensions" was born:
Art
Martin This week has been eventful, I've redesigned the faith interface as you can see below. We didn't think it reflected clearly enough why you get influence. So we've streamlined the feedback and in the process removed the upper influence limit. Instead you get an allowance calculated from how many followers are happy or dissatisfied with you. This was how it worked generally before, but was more obtuse and confusing. Hopefully you'll like this better!
Emma This week I've been working on new UI and rework of the current UI. The Faith System is being changed slightly, which affects both the UI for Influence and adds a new tab of Faith. The layout of the Diplomacy tab was also changed, to provide more visibility for each city. With this, it'll be much easier to keep track of how your followers feel about you and how the cities feel about each other!
Code
Johannes Some more tweaking was done on the loading screen, and it is now done in our internal build. The experience of starting the game is roughly 1.2 million times better now. I've now started doing some research related to making the islands a bit more varied. Tomas I have implemented a new city symbol, based on the Acacia trees and shrubs. I have polished up the monuments feature and added monument ruins using Jens’ glorious remnant system. Also, I have changed cannibalism so that followers no longer eat each other immediately. Instead, they build up a motivation to do so over time before actually doing it. This should give the player a chance to intervene before cannibalism happens... if they want to intervene of course. :)
Jens This week has been split into two major tasks. I have been working with our audio designer, iterating through new sound effects that are going into the game later and I have also finished the new Builder follower, adding all the behaviour it needs. Most of the UI for the expertise buildings is now working, though it will need more iterations later since I used some placeholder items for now. Next step will be to get a floating feedback for when the followers spend resources.
Johannes W This week I've done a lot of refactoring and adjustments for the in-game underworld. The new game-over screen we are working on includes the chronicler showing the history events spiral. To this point, the underworld scene was coupled to the main world scene in way that it was impossible to use the same assets and scripts for the game-over screen. It has now become more modular, but there is still some more work left to do. I also started to work on generating unique stories when a game has ended, just to take a little break from the previous task. Emelie wrote different combinations of sentences and words depending on what happened in the game. It should be implemented in our internal build next week, at least.
Design
Emelie I have finally started work on the tutorial. I have spent time pondering on what is vital for the player to know at the very beginning and focused on those. Many messages were cut and the ones left will need to be reworded. After I’d decided on what to keep in the basic tutorial, with help from the team, I made a flowchart for everyone to see. Now I am reworking the messages that will guide the player through our tutorial, wish me luck!
Production
Marcus This week I have been busy with getting to know the project better and doing Producer stuff, such as planning, providing feedback and generally helping out where possible, both for the project and for the company as a whole. _____________________________________________________________ Have a nice weekend!
[ 2017-10-13 13:54:06 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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