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Dev Blog #155 - We got a date!
The Community Module will launch on 28th November! But hopefully you've already seen that by now. Once again, here what's going to be in there: Community Module - All the Infos Today we're having a QA day at the local university, where we're trying to find as many bugs as possible together with the help of the students. Since this is still going, I can only show you a picture from the final preparations in the morning:
Martin Another week with the trailer and now I'm starting to see some real progress! It's pretty hard to make a trailer for Crest since the gameplay is not something you can understand at a glance like say a platformer or fps game. But our solution is to make cinematic trailers with some gameplay bits. Creating a cinematic for a game where most of the story is procedural and made by the player requires some finesse, you can't really tell a story of the characters in the game, because they're not important to the story, so what I can do is use symbolism, to try and tell an allegorical story that fits what you can experience inside of the game. Below you can see a test render of one of these symbolic scenes.
Emma This week has been all about the trailer again, I am still new to Blender so a LOT of time this week has been about trying to figure out different systems and handling weird bugs(?). It's been a tiring week, but I learned a lot! Below is a funny setup in one of the scenes, inspired by the world in Animal Crossing. The mines are supposed to appear after the second character joins the first character, so this was a try to see how it would look if it rotated into view!
Johannes This week I've finished implementing Unity Analytics in the game. This allows us to see what commandments are being used, how long people survive and so on. It also allows us to capture crashes and errors. It will be a great help to make sure that the game is balanced and bug free in the final release. Johannes W This week I've completed the new story builder, graveyard, and end-screen feature. As this is the first complete version, it may need a revisit later for additional tweaks and added functionality. I think it works great at the moment and I look forward to see what stories our players will create when it's released! The next thing I'm working on is for a new UI window that will show information about the players Faith from cities and followers. Tomas I have implemented an entirely new tutorial system from scratch. It will be a more fluid approach, that wont interrupt gameplay as much as the old one did. I am especially pleased with how the tutorial window behaves when it is attached to objects in the game world, it follows them around. The basic functionality of the system is done but more is needed to finalize it and I will continue with it next week.
Jens I have continued working on the disposition system, and now have finished the foundation. This means that I can move on to the branching subsystems which are trade, forming of alliances and waging war. The trade is almost finished, but some testing and balancing remains. Trading is now less convoluted and will emerge later during the gameplay to not overwhelm the player as soon as new cities start to form. We want the player to have more control of how and when trading occurs and it is now better tied into the disposition system.
Emelie I have been working on some design tasks from our big meeting a few weeks back, specifically on some special cases with hunger, looking a bit more into associations and the pacing of the game. It's essentially for the full release of the game and not for the community module, so it's not really our biggest priority now, which was why I went back to my other duties as QA for the last half of the week.
Marcus This week I have been busy with making sure that we are on track with the development of the game and preparing for our open QA session. Lots of playtesting on the schedule! _____________________________________________________________ Have a nice weekend!
[ 2017-11-10 12:24:53 CET ] [ Original post ]
Lots of sneak peeks in this week's Dev Blog, let's cut straight to it!
Community
The Community Module will launch on 28th November! But hopefully you've already seen that by now. Once again, here what's going to be in there: Community Module - All the Infos Today we're having a QA day at the local university, where we're trying to find as many bugs as possible together with the help of the students. Since this is still going, I can only show you a picture from the final preparations in the morning:
Art
Martin Another week with the trailer and now I'm starting to see some real progress! It's pretty hard to make a trailer for Crest since the gameplay is not something you can understand at a glance like say a platformer or fps game. But our solution is to make cinematic trailers with some gameplay bits. Creating a cinematic for a game where most of the story is procedural and made by the player requires some finesse, you can't really tell a story of the characters in the game, because they're not important to the story, so what I can do is use symbolism, to try and tell an allegorical story that fits what you can experience inside of the game. Below you can see a test render of one of these symbolic scenes.
Emma This week has been all about the trailer again, I am still new to Blender so a LOT of time this week has been about trying to figure out different systems and handling weird bugs(?). It's been a tiring week, but I learned a lot! Below is a funny setup in one of the scenes, inspired by the world in Animal Crossing. The mines are supposed to appear after the second character joins the first character, so this was a try to see how it would look if it rotated into view!
Code
Johannes This week I've finished implementing Unity Analytics in the game. This allows us to see what commandments are being used, how long people survive and so on. It also allows us to capture crashes and errors. It will be a great help to make sure that the game is balanced and bug free in the final release. Johannes W This week I've completed the new story builder, graveyard, and end-screen feature. As this is the first complete version, it may need a revisit later for additional tweaks and added functionality. I think it works great at the moment and I look forward to see what stories our players will create when it's released! The next thing I'm working on is for a new UI window that will show information about the players Faith from cities and followers. Tomas I have implemented an entirely new tutorial system from scratch. It will be a more fluid approach, that wont interrupt gameplay as much as the old one did. I am especially pleased with how the tutorial window behaves when it is attached to objects in the game world, it follows them around. The basic functionality of the system is done but more is needed to finalize it and I will continue with it next week.
Jens I have continued working on the disposition system, and now have finished the foundation. This means that I can move on to the branching subsystems which are trade, forming of alliances and waging war. The trade is almost finished, but some testing and balancing remains. Trading is now less convoluted and will emerge later during the gameplay to not overwhelm the player as soon as new cities start to form. We want the player to have more control of how and when trading occurs and it is now better tied into the disposition system.
Design
Emelie I have been working on some design tasks from our big meeting a few weeks back, specifically on some special cases with hunger, looking a bit more into associations and the pacing of the game. It's essentially for the full release of the game and not for the community module, so it's not really our biggest priority now, which was why I went back to my other duties as QA for the last half of the week.
Production
Marcus This week I have been busy with making sure that we are on track with the development of the game and preparing for our open QA session. Lots of playtesting on the schedule! _____________________________________________________________ Have a nice weekend!
[ 2017-11-10 12:24:53 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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