Dev Blog #163 - Turbulences
On Monday we celebrated the third anniversary of our first game Among Ripples and gave away the soundtrack for free. You can check it out here. As announced last week, the price for Crest will go up today to $14.99 as soon as it has been approved by Steam. This will be Crest's final price and there will be no more price raises. We had started at $5 and slowly went up over the years as the game progressed. Take a look at how much Crest has changed over the years:
Martin Oh, I wish I could talk about the exciting graphic work I'm doing right now but that would be telling! Patrick tells me it has to be kept a secret for a little longer. I have a gif to show you though (also censored, teehee).
Emma I've just been working on secret stuff all week, so sneaky! Hopefully I can share more with you next week.
Johannes I started this week with fixing a bunch of bugs that cropped up in the patch release at the end of last week. Tomas and I fixed some memory leaks that made the game use more and more memory every time you started a new game, unless you quit the game first. Emelie and I have had some discussions to work out the kinks and tweak the new water system. I've made a new shader that's going to replace our current default shader. The new one looks a bit fancier and has a few more features than our old one. I'm currently trying to put an end to the ever broken save system. With some effort and luck the "failed to save" message should no longer be a regular occurance when I'm done. Jens The UI for the new tier based Word Discovery has now been finished. What's left is balancing requirements for discovering each words as well as some text. The values for the requirements are visible in the text box when hovering over a word. But as seen in the gif below, the descriptions still have to be written. The rest of the week I've been working on balancing the followers' reproduction and overpopulation. In its current state, too many births occur from their own free will, which creates overpopulated cities at a fast rate. I'm now working on the AI's decision making in an attempt to curb overpopulation. It is still up to the player to make commandments to override the AI's decision but then you might end up with a lot bigger food consumption in the city. It's still going to be a valid strategy to make a lot of babies, if you have enough food and plan on migrating, or if a lot of followers are dying for some reason.
Johannes W This week I finished changing how food is stored in the game. When followers are generating food, it's added directly to the city storage instead of to the follower. Followers still carry food but it's filled only when the follower enters their home hut. I've also been working with the new water system and fixed some small issues here and there. Lastly, I helped Emelie with playtesting and game balancing, like balancing the word discovery system. We are not done with that yet and it still needs some tweaking in the upcoming weeks. I'm sure this is not the last time I did some balancing stuff, but it feels nice to take some breaks from programming! Tomas I have been working with the hotfix patch that was released only a few days ago. We fixed two game breaking bugs, improved memory management and more. Check out the patch notes. After working on the patch I have focused on an update to Berry Bushes. They should no longer spawn in hippo habitats, which could doom an early city from the get-go. Followers should no longer plant berry bushes in hippo habitats either. Also, when followers plant bushes they are now placed in a more clustered formation that looks more natural than it did earlier. Before they made a diamond shape around the city. I have also worked with iterating the look of the Word Tablet. There is now more spacing around words, the cut-off point where the scroll view cut images when scrolling is adjusted and the verbs now have a fancy border.
Emelie I have been working full time with the water system, it's a complex system to balance. I have to decide how much water should drain from each tile type during each season and how fast it should be refilled by the water source (river) to make it appear natural. Another factor to think about is how much water rain brings into the mix and when a new river should appear. All of this together makes for a complicated system but I think that I am on my way to complete it. It will be good when the island's eco-system can survive forever without followers doing things. When it's done then I will start add to the followers impact on nature, making sure that each action that they do will affect nature, giving the player a different kind of urgency (fingers crossed).
Marcus This week has seen a lessened focus on production from my part as I have been more involved in the company side of things. However, I have still managed to playtest the new features and balance changes that have been worked on, and I've got to say that it's looking good. So look forward to the next patch update! Speaking of patches, we have taken last weeks small fiasco to heart and will make doubly sure that the next patch doesn't break everything quite as spectacularly as that one did :) _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook or Twitter or chat with us on Discord. Have a nice weekend!
[ 2018-01-26 13:34:45 CET ] [ Original post ]
What a week it has been! We've put out two patches and one hotfix since the last Dev Blog and now the game should be running smoothly again but we've also done lots of other stuff this week!
Community
On Monday we celebrated the third anniversary of our first game Among Ripples and gave away the soundtrack for free. You can check it out here. As announced last week, the price for Crest will go up today to $14.99 as soon as it has been approved by Steam. This will be Crest's final price and there will be no more price raises. We had started at $5 and slowly went up over the years as the game progressed. Take a look at how much Crest has changed over the years:
Art
Martin Oh, I wish I could talk about the exciting graphic work I'm doing right now but that would be telling! Patrick tells me it has to be kept a secret for a little longer. I have a gif to show you though (also censored, teehee).
Emma I've just been working on secret stuff all week, so sneaky! Hopefully I can share more with you next week.
Code
Johannes I started this week with fixing a bunch of bugs that cropped up in the patch release at the end of last week. Tomas and I fixed some memory leaks that made the game use more and more memory every time you started a new game, unless you quit the game first. Emelie and I have had some discussions to work out the kinks and tweak the new water system. I've made a new shader that's going to replace our current default shader. The new one looks a bit fancier and has a few more features than our old one. I'm currently trying to put an end to the ever broken save system. With some effort and luck the "failed to save" message should no longer be a regular occurance when I'm done. Jens The UI for the new tier based Word Discovery has now been finished. What's left is balancing requirements for discovering each words as well as some text. The values for the requirements are visible in the text box when hovering over a word. But as seen in the gif below, the descriptions still have to be written. The rest of the week I've been working on balancing the followers' reproduction and overpopulation. In its current state, too many births occur from their own free will, which creates overpopulated cities at a fast rate. I'm now working on the AI's decision making in an attempt to curb overpopulation. It is still up to the player to make commandments to override the AI's decision but then you might end up with a lot bigger food consumption in the city. It's still going to be a valid strategy to make a lot of babies, if you have enough food and plan on migrating, or if a lot of followers are dying for some reason.
Johannes W This week I finished changing how food is stored in the game. When followers are generating food, it's added directly to the city storage instead of to the follower. Followers still carry food but it's filled only when the follower enters their home hut. I've also been working with the new water system and fixed some small issues here and there. Lastly, I helped Emelie with playtesting and game balancing, like balancing the word discovery system. We are not done with that yet and it still needs some tweaking in the upcoming weeks. I'm sure this is not the last time I did some balancing stuff, but it feels nice to take some breaks from programming! Tomas I have been working with the hotfix patch that was released only a few days ago. We fixed two game breaking bugs, improved memory management and more. Check out the patch notes. After working on the patch I have focused on an update to Berry Bushes. They should no longer spawn in hippo habitats, which could doom an early city from the get-go. Followers should no longer plant berry bushes in hippo habitats either. Also, when followers plant bushes they are now placed in a more clustered formation that looks more natural than it did earlier. Before they made a diamond shape around the city. I have also worked with iterating the look of the Word Tablet. There is now more spacing around words, the cut-off point where the scroll view cut images when scrolling is adjusted and the verbs now have a fancy border.
Design
Emelie I have been working full time with the water system, it's a complex system to balance. I have to decide how much water should drain from each tile type during each season and how fast it should be refilled by the water source (river) to make it appear natural. Another factor to think about is how much water rain brings into the mix and when a new river should appear. All of this together makes for a complicated system but I think that I am on my way to complete it. It will be good when the island's eco-system can survive forever without followers doing things. When it's done then I will start add to the followers impact on nature, making sure that each action that they do will affect nature, giving the player a different kind of urgency (fingers crossed).
Production
Marcus This week has seen a lessened focus on production from my part as I have been more involved in the company side of things. However, I have still managed to playtest the new features and balance changes that have been worked on, and I've got to say that it's looking good. So look forward to the next patch update! Speaking of patches, we have taken last weeks small fiasco to heart and will make doubly sure that the next patch doesn't break everything quite as spectacularly as that one did :) _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook or Twitter or chat with us on Discord. 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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