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Dev Blog #156 - Let's hear it!


We continue teasing you about the forthcoming update, but for a change we also present a little treat for your ears. Find out what it is and what everyone's been working on this week:

Community


We found a lot of bugs at last weeks QA session at the university and more importantly, what causes them. A lot of them already got smashed but we're going to dedicate the entire week before the launch of the Community Module to fix as many as possible. By the way we're now less than two weeks away from the release of the Community Module! Here's the song that will accompany the new trailer, made by Tuomas Nikkinen: https://youtu.be/_4srlXAeXmA

Art


Martin The trailer is nearing completion, or at least the setting up part, I've created a lot of scenes, which I will now start animating. I usually split my time between all of the work I have to do. If there's several deliverables for the same project (in this case a trailer) I divide my time. So for example, if there's five scenes I've got to do, I split a day for 1-2 hours per scene. This keeps me focused on the big picture and I don't get lost in the details. What happens otherwise is that I might spend a day on one scene and the other ones are completely underdeveloped. Below you can see another work in progress render!
Emma This week has been about 2-3 days of UI work and the rest on the trailer again! It's closing in on the animation phase, with some last touches to the setup of each scene. While I've been working on the trailer, the programmers have made some changes to how some of the UI works; which means that some of the original layouts didn't work anymore. So, small fixes to layouts and new graphics for the tutorial was on the agenda for this week.

Code


Johannes After spending several days debugging a big freeze bug, I finally ended up fixing it by adding a single character in the right spot. That's programming for you. For the rest of the week I started working on making saves work again, as they always break during the development of a module. Jens This week my focus has been on getting alliances and war to work properly. Alliances are now working fine, rewarding the cities with a sense of fellowship, better trade agreements, and free movement within each others borders. The war has been a harder nut to crack but it is getting there. Some unexpected bugs were also found and fixed which will result in reliable looting and raiding if the attacking nation wins the war. We have also made sure that the player commandments now have a lot more impact on how cities treat each other. Even though a lot has been improved, there is still a lot of balancing and tweaking left to be done before the module release.
Johannes W This week I fixed the code for the new UI window that shows which cities are faithful, faithless, or undecided towards the player. The design for the faith and influence system was slightly changed, which I made sure was implemented in the code. Influence is now based on the total amount of followers in faithful cities and faithless cities, where every follower in a faithful city adds 1 influence point as reward and every follower in a faithless city subtracts 1 point. Undecided followers add zero influence. A base influence value is added to make sure the player always receives influence points no matter what. Tomas I have worked closely with Emelie this week on continuing the development of the new tutorial. It is coming along nicely. The new tutorial should have a much better flow than the previous one and it is in the world, pointing to UI elements and in-world objects that are being described. It should be easier to learn the game with this iteration of the tutorial. Hopefully it's the last major rework of it! Most of the tutorial is actually completed, only minor tweaks remain for next week.

Design


Emelie This week I have been working on the tutorial, working closely with Tomas. The text and the position of the bubbles have been iterated quite a bit and there are still things to be done, the structure is there and the focus now is to make the flow better and more guiding for the player. Other than the tutorial I've been playtesting in order to find bugs.

Production


Marcus This week I have been going through the results from the playtesting we did last friday and documenting any found bugs to be exterminated. I have also done some additional playtesting on my own to make sure the new stuff we've been working on isn't broken. Together with this I have been setting up the planning for our final push to the Community Module, while also doing some company stuff. _____________________________________________________________ Have a nice weekend!


[ 2017-11-17 14:01:12 CET ] [ Original post ]



Crest
Eat Create Sleep
  • Developer

  • Eat Create Sleep
  • Publisher

  • 2018-03-08
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 168  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (302 reviews)


  • Review Score

  • http://eatcreatesleep.net
  • Website

  • https://store.steampowered.com/app/341710 
  • Steam Store

  • The Game includes VR Support



    Crest Linux [307.61 M]

  • Public Linux depots

  • Crest - Art Book
  • Available DLCs

  • 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
    RECOMMENDED SETUP
    • 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
    GAMEBILLET

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