Dev Blog #154 - Praise the Moon
The month of the Community Module has started! Launching a big update is always exciting but right now feels a bit like the calm before the storm; where we're preparing our ships and make sure to have enough food on board. In that regard, we''re going to work together with the local university next week and have a QA day, where a few hundred students will try to find as many bugs as possible.
Martin I've been spending this week with blocking out the different scenes I have for the trailer, thankfully I share the burden with Emma, would've been a lot of work to do all of the 19 scenes alone!
Emma After two days being home sick, I came back and started working on the new trailer for the Community Module. We are starting out with just blocking out each scene, to get a general feel of how it will look like and if something needs to be changed. After that, the polish starts; removing placeholders and starting the animation work.
Johannes This week I did a tiny bit of progress on improving the island generation, namely, I implemented a random function that can be assigned a bias towards certain values. I've also started implementing Unity Analytics in the game. This will help us with QA and balancing. Lastly, with the help of Jens and Emelie, I found the root cause of a major bug that's been haunting us. Johannes W This week has mostly been about the new ending screen and generating stories, kind of like the previous week for me. Sentences in each story are now selected by the rate of events that had happened in the game, for example how often alliances between cities occured, the number of commandments the player made per hour, how many advices from the advisors that where followed, and more. We want the stories to tell the things that stuck out the most in the game. Our designer Emelie will decide what the normal number of events are per hour for each event that the story needs. These numbers are then used to calculate the rate of which the event occurs. We will also have this page in the main menu, called the "Graveyard", where the player can see all the previous games and re-read the stories in the ending screen. This is the last step for this feature. I began working on it this week and I want to be finished with it the next week! Tomas I have made it so that certain tasks require targets. Tasks such as cannibalism, killing followers, and hunting animals should now work more like one would expect when writing commandments. I have also finalized the solution for making followers with high faith unable to perform actions that the player tells them not to do. For example, if the player writes "... don't fish for food.", followers with high faith will not only deprioritize that task, but they will be forbidden from doing it. With those tasks complete I have begun working on the new tutorial. The first step has been starting to create a tutorial message window. I will continue with creating the basic functionality of the new tutorial next week. Be advised! The tutorial window art is placeholder.
Jens A lot of progress was made on the disposition system. We clarified the design goals at the start of the week and I have begun implementing it. These changes will hopefully give a better view of the relationships between cities as the system now tracks current direction of the relationship and what exactly is affecting it. It also keeps track of the complete history of the relationship. The affecting events are for the most part tied to faith and doctrine such as commandment interpretations and associations. Other areas concern in-game actions such as sending priests to convert, or other followers intruding on a cities border, as well as alliances and war.
Emelie This week started with a discussion between me, Johannes and Jens regarding the disposition system. How we want it to work and everything that comes with it such as trade, war and alliance. Previously the system has been overly complicated so we talked about scaling it down a bit so we have the bare minimum which will make it easier to add more values and easier to balance. I've also worked on the new faith system, not much has changed design-wise but I needed to write it all down so I could wrap my head around it and see if there was any system that needed to be changed as well.
Marcus This week I've been organizing the open QA session that we will hold at the local university next week. I've also been playtesting our latest developer build quite a bit to see what we have accidentally broken. _____________________________________________________________ Have a nice weekend!
[ 2017-11-03 14:41:07 CET ] [ Original post ]
Clocks have been rewound once again in Europe and days gotten shorter, but even in the dark season, the moon is here to cast its light upon us and guide our way. While the whole path might not be visible, the next few steps are always clear and can be approached with confidence.
I don't know where I'm going with this, let's just hear what's been happening at Eat Create Sleep this week:
Community
The month of the Community Module has started! Launching a big update is always exciting but right now feels a bit like the calm before the storm; where we're preparing our ships and make sure to have enough food on board. In that regard, we''re going to work together with the local university next week and have a QA day, where a few hundred students will try to find as many bugs as possible.
Art
Martin I've been spending this week with blocking out the different scenes I have for the trailer, thankfully I share the burden with Emma, would've been a lot of work to do all of the 19 scenes alone!
Emma After two days being home sick, I came back and started working on the new trailer for the Community Module. We are starting out with just blocking out each scene, to get a general feel of how it will look like and if something needs to be changed. After that, the polish starts; removing placeholders and starting the animation work.
Code
Johannes This week I did a tiny bit of progress on improving the island generation, namely, I implemented a random function that can be assigned a bias towards certain values. I've also started implementing Unity Analytics in the game. This will help us with QA and balancing. Lastly, with the help of Jens and Emelie, I found the root cause of a major bug that's been haunting us. Johannes W This week has mostly been about the new ending screen and generating stories, kind of like the previous week for me. Sentences in each story are now selected by the rate of events that had happened in the game, for example how often alliances between cities occured, the number of commandments the player made per hour, how many advices from the advisors that where followed, and more. We want the stories to tell the things that stuck out the most in the game. Our designer Emelie will decide what the normal number of events are per hour for each event that the story needs. These numbers are then used to calculate the rate of which the event occurs. We will also have this page in the main menu, called the "Graveyard", where the player can see all the previous games and re-read the stories in the ending screen. This is the last step for this feature. I began working on it this week and I want to be finished with it the next week! Tomas I have made it so that certain tasks require targets. Tasks such as cannibalism, killing followers, and hunting animals should now work more like one would expect when writing commandments. I have also finalized the solution for making followers with high faith unable to perform actions that the player tells them not to do. For example, if the player writes "... don't fish for food.", followers with high faith will not only deprioritize that task, but they will be forbidden from doing it. With those tasks complete I have begun working on the new tutorial. The first step has been starting to create a tutorial message window. I will continue with creating the basic functionality of the new tutorial next week. Be advised! The tutorial window art is placeholder.
Jens A lot of progress was made on the disposition system. We clarified the design goals at the start of the week and I have begun implementing it. These changes will hopefully give a better view of the relationships between cities as the system now tracks current direction of the relationship and what exactly is affecting it. It also keeps track of the complete history of the relationship. The affecting events are for the most part tied to faith and doctrine such as commandment interpretations and associations. Other areas concern in-game actions such as sending priests to convert, or other followers intruding on a cities border, as well as alliances and war.
Design
Emelie This week started with a discussion between me, Johannes and Jens regarding the disposition system. How we want it to work and everything that comes with it such as trade, war and alliance. Previously the system has been overly complicated so we talked about scaling it down a bit so we have the bare minimum which will make it easier to add more values and easier to balance. I've also worked on the new faith system, not much has changed design-wise but I needed to write it all down so I could wrap my head around it and see if there was any system that needed to be changed as well.
Production
Marcus This week I've been organizing the open QA session that we will hold at the local university next week. I've also been playtesting our latest developer build quite a bit to see what we have accidentally broken. _____________________________________________________________ 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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