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Dev Blog #160 - Uphill Battle


Many battles have been won this week and an immense progress was made in tackling some of the very difficult to solve issues.

Community


A new patch will be released today. Johannes is still working on it with full force together with Jens but it'll come out very soon. We'll keep it short in the Community section this week but don't worry, there will be a special blog post on Tuesday, keep a lookout for that! Also beware of our Discord channel, holiday season seems to make everyone a bit...silly.

Art


Martin Until all of the new exciting features and revamped systems are done by code, I'm in a bit of a slump when it comes to content. Bottlenecks sometimes happen, usually for us non-programmers and especially in a procedural game. So what we do is trying to do meaningful work that doesn't increase the workload for the programmers. I'm designing hats! Each doctrine's city leader will have their animal symbol as a hat to make it easier to know at a glance which doctrine a certain city follows.

Code


Johannes I've been making good progress on the new water system. It's very satisfying to see it come together. I can't wait for it to be finished and working together with the rest of the game systems. I've also done some work on today's patch release, mostly merging fixes back from the dev branch. Jens Most of this week I've felt like I'm making a nature documentary film. I have tweaked, continued to improved, and tested the migration behaviours of all animals. Made sure that they all migrate at appropriate times. This involves a lot of observations and documentation of data related to migration and feeding of the animals. Herbivores moves when they are out of food or if they are being hunted heavily by predators. And when they move, the predators soon migrate after. The balancing of values will be further worked on but we can already see huge improvements in how impactful the followers are on the eco system. If followers decimate a predators food source, the predators will move to another food source that maybe already sustains another group of predators. Now two groups are hunting from the same herbivore habitat, resulting in a slow and steady collaps if one is not careful. I also made a change to pathing to ensure that followers will now avoid walking through a hippo habitat if they can find a better way. Hopefully this will prevent the massacres we've had previously...
Johannes W You sure have noticed in the game that followers and animals are glitching/snapping to positions when they are walking. Until now, the walking animation was dependent on a variable we call "time units". Time units are a sort of currency for how many actions a follower or an animal can do before they need to rest. Time units are updated on a constant time interval. Walking from A to B costs the amount of time units relative to the total distance to walk. The speed in which the characters moved was determined by the animation, which made it difficult to sync the updated time units and the animations. Now, the walking animations control when time units are spent. Tomas I have been working with Follower & City Needs this week. The system has not been working as intended and was finally rectified. It is a complex system of cravings and basic needs that determines followers' happiness and what they do with their free will actions. I added a bunch of debug tools so that the system is easier to balance, which should make Emelie's work easier.

Production


Marcus This week I have been doing some playtesting and helping out with game design stuff, in addition to my ordinary work of keeping track of the project and making sure that everyone knows what they're doing. I have also started planning work for beginning of next year. _____________________________________________________________ Have a nice weekend!


[ 2017-12-15 14:40:50 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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