Dev Blog #152 - Bubbles
We posted a F.A.Q. today to answer some of your most frequent questions. Feel free to comment and ask away. Our wikia keeps growing every day. Let us know if you’d like something to be explained more deeply and we’ll prioritize it. [url=http://crest.wikia.com/wiki/World#Animals]
Martin I have spent the majority of the week with doing preparation for the new trailer. I'm trying something new, in the film industry you usually do this thing called a ripomatic, which is a fake trailer which takes music and clips from other sources. They show this to the film distributors and producers to get greenlit, but it rarely gets outside of that setting, mostly because it's not really fair use. Since as I've said it's not really common to share I've censored the screenshot below, so mysterious, right? But I'm confident that the visuals that we will replace it with will look neat, you'll find out soon enough! ;)
Johannes W I have been working on generating stories this week. The task has been bigger than expected, resulted in not being fully completed yet. I started off this week by transferring texts for different stories to the Unity project. Generating the texts was pretty straightforward. The difficult part has been giving tools for non-programmers to change the story generation. Localization has also been in mind meaning that the stories has to be told in multiple languages. The current solution for generating the texts in different languages has been to use Unity's ScriptableObject for storing texts. Because human languages can vary a lot in structure, sentences in the generated story is built like formatted strings with numbers that gets replaced in code, for example "{0} effort but it wasn't {1} this time" where "{0}" and "{1}" get replaced by specific random words. For more complex words, like the name of a city or a follower in-game, the numbers in a formatted string are replaced by specific keys. These keys is then recognized in code and adds its corresponding value, like the last name of a city that survived in the game or the animal that ate the last follower... This is only the surface of the story builder and I am working hard to get it to work properly. We feel like this feature is gonna be an interesting part of Crest! Jens A lot of progress was made with the expertise buildings and resource notifications. The buildings now use a better algorithm for placement around the city. They also make use of the new floating notifications to show when an expertise level has been increased. Otherwise the notifications will be seen for followers that are either spending resources (such as building materials for constructions), or gaining resources (mining, farming, etc.).
Tomas I have made several changes to the word discovery feature. Words now have individual progression rates, which makes some words easier to discover than others. These rates are randomized when a new game is started. There will be a discovery balloon that pops up above followers heads when they progress the discovery of a word. The balloon is finished except for the implementation of new graphics for it. I have also made Warrior followers stronger against animals, giving the Destroy animal actions a buff. Previously, Destroy animals (Warrior follower) was the exact same action as Consume animals (Hunting follower) except that you get no food from Destroying animals, but you do from Hunting them.
Emelie In the beginning of the week I started writing the messages that I wanted in the tutorial but it proved to be tedious work and not very inspiring because I couldn't picture how it would be in game. I talked to Emma and came up with a much better way for me at least. I took screenshots and edited in information to see the flow and how I could fit the text in these smaller bubbles. "What is the most vital points that the player needs in order to play our game?" was the focus for the text. For the remainder of the week I made 60 images about all that is in the tutorial right now, not counting most of the new features. I thought I was done, but then Martin gave me a link to this article and it made me rethink some of my decisions, which is where I am at now, changing the texts and some of the features I thought the tutorial needed but maybe it doesn't. I can't wait for the new tutorial to be implemented in the game and tested!
Marcus This week I have continued with my behind-the-scenes work that probably won't be noticed in the game but is kind of vital to the company, which I unfortunately can't talk that much about. I have also been playing the game a lot in order to get a better grasp of where we need to focus our energy in the continued development of Crest. _____________________________________________________________ Have a nice weekend!
[ 2017-10-20 13:12:44 CET ] [ Original post ]
Bubbles…bubbles…the character on The Wire? The 1982 arcade video game? Michael Jackson’s chimpanzee? The skull enemies from The Legend of Zelda? The song by System of a Down? Find out what kind of bubbles we’re talking about below.
Community
We posted a F.A.Q. today to answer some of your most frequent questions. Feel free to comment and ask away. Our wikia keeps growing every day. Let us know if you’d like something to be explained more deeply and we’ll prioritize it. [url=http://crest.wikia.com/wiki/World#Animals]
Art
Martin I have spent the majority of the week with doing preparation for the new trailer. I'm trying something new, in the film industry you usually do this thing called a ripomatic, which is a fake trailer which takes music and clips from other sources. They show this to the film distributors and producers to get greenlit, but it rarely gets outside of that setting, mostly because it's not really fair use. Since as I've said it's not really common to share I've censored the screenshot below, so mysterious, right? But I'm confident that the visuals that we will replace it with will look neat, you'll find out soon enough! ;)
Code
Johannes W I have been working on generating stories this week. The task has been bigger than expected, resulted in not being fully completed yet. I started off this week by transferring texts for different stories to the Unity project. Generating the texts was pretty straightforward. The difficult part has been giving tools for non-programmers to change the story generation. Localization has also been in mind meaning that the stories has to be told in multiple languages. The current solution for generating the texts in different languages has been to use Unity's ScriptableObject for storing texts. Because human languages can vary a lot in structure, sentences in the generated story is built like formatted strings with numbers that gets replaced in code, for example "{0} effort but it wasn't {1} this time" where "{0}" and "{1}" get replaced by specific random words. For more complex words, like the name of a city or a follower in-game, the numbers in a formatted string are replaced by specific keys. These keys is then recognized in code and adds its corresponding value, like the last name of a city that survived in the game or the animal that ate the last follower... This is only the surface of the story builder and I am working hard to get it to work properly. We feel like this feature is gonna be an interesting part of Crest! Jens A lot of progress was made with the expertise buildings and resource notifications. The buildings now use a better algorithm for placement around the city. They also make use of the new floating notifications to show when an expertise level has been increased. Otherwise the notifications will be seen for followers that are either spending resources (such as building materials for constructions), or gaining resources (mining, farming, etc.).
Tomas I have made several changes to the word discovery feature. Words now have individual progression rates, which makes some words easier to discover than others. These rates are randomized when a new game is started. There will be a discovery balloon that pops up above followers heads when they progress the discovery of a word. The balloon is finished except for the implementation of new graphics for it. I have also made Warrior followers stronger against animals, giving the Destroy animal actions a buff. Previously, Destroy animals (Warrior follower) was the exact same action as Consume animals (Hunting follower) except that you get no food from Destroying animals, but you do from Hunting them.
Design
Emelie In the beginning of the week I started writing the messages that I wanted in the tutorial but it proved to be tedious work and not very inspiring because I couldn't picture how it would be in game. I talked to Emma and came up with a much better way for me at least. I took screenshots and edited in information to see the flow and how I could fit the text in these smaller bubbles. "What is the most vital points that the player needs in order to play our game?" was the focus for the text. For the remainder of the week I made 60 images about all that is in the tutorial right now, not counting most of the new features. I thought I was done, but then Martin gave me a link to this article and it made me rethink some of my decisions, which is where I am at now, changing the texts and some of the features I thought the tutorial needed but maybe it doesn't. I can't wait for the new tutorial to be implemented in the game and tested!
Production
Marcus This week I have continued with my behind-the-scenes work that probably won't be noticed in the game but is kind of vital to the company, which I unfortunately can't talk that much about. I have also been playing the game a lot in order to get a better grasp of where we need to focus our energy in the continued development of Crest. _____________________________________________________________ Have a nice weekend!
Crest
Eat Create Sleep
Eat Create Sleep
2018-03-08
Strategy Simulation Singleplayer
Game News Posts 168
🎹🖱️Keyboard + Mouse
Mixed
(302 reviews)
http://eatcreatesleep.net
https://store.steampowered.com/app/341710 
The Game includes VR Support
Crest Linux [307.61 M]
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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