Dev Blog #164 - Revealing Premonition
You've all been very active in providing feedback the last few weeks, which has been super helpful. As you'll find out below, some of the recent suggestions from you have already been implemented in our internal build. Also please be aware that everything mentioned in the blog is not yet live on Steam. We're currently lining up a lot of things. Very soon you'll find out what all the secrecy has been about:
Martin I'm a big tease, I know. But this is the last week I'm not allowed to talk about [censored]. I managed to smuggle this secret image out to you, what could it be?
Emma Just as last week, I'm just working on secret stuff again. Hopefully it won't be a secret for much longer.. Here's a beautifully pixelated tease!
Johannes This week has not been as productive as far as the game is concerned as the last few weeks, due to company work taking up much of my time. I have been doing some more tweaks to the new water system, and doing some research for the save system problems. Yesterday we had a play test session, where I for the first time in a long time could just sit down and actually enjoy the game. So I feel really good about where the game is right now. Looking forward to letting everyone play it :) Jens This week I have done a lot of different minor fixes and balancing. I also added one new mechanic. Commandments themselves can now be blessed or condemned with a low cost of influence. Blessing the commandment makes its lifeforce immun to associations draining it. This allows the player to spend less influence to keep a commandment around than proclaiming a new one when the old is removed. Condemning the commandment does the opposite and drains the lifeforce at an increased rate when an association is made. Condemning also comes with a rather large hit to the following cities' local faith. The word discovery has gotten some updates. Coast is now unlocked after a new city is built instead of requiring a city with a harbour. Hungry, Happy, and Unhappy word requirements have been changed to be accumulative instead of being a number of followers fulfilling the requirement at the same time. The trading between islands is now enabled and can occur between two harbour cities. The normal prerequisites for trade still applies. The last three expertise buildings are now added to the game. Diplomacy gives a bonus to successfully create alliances. War increases chance of winning a battle. Trading expertise increases the amount of wealth received when selling resources. These are more late game expertises than Granary, Mining, and Construction as the words needed to be unlocked are Tier 2 and Tier 3 in the new Word Tree. Johannes W This week I've mostly worked with how followers decide on their actions, i.e. their A.I behavior. We've had issues with balancing that and need to adjust some things to give us more control. One of these issues is how follower actions haven't been available or referenced in the Unity editor and our balancing and tweaking is mostly done through serialized variables in Unity's inspector windows. The goal has been to list all possible follower actions in the editor along with corresponding variables for us to balance and experiment with. This has been fixed at this time but there's still some work to do with how follower actions are added depending on how expensive they are in terms of follower stamina and time. I believe, when these things are slightly changed for the better, we'll have more control in making the game balanced and a more fun and interesting experience for players! Tomas I have worked with followers reacting to being attacked by animals. My first iteration had the followers cancel what they where doing, change into warrior clothing and if they survived they would play their defend with shield animation. After this they would walk home. It looked kind of funny, in a bad-funny kind of way, so I made another iteration. My second and final iteration has the followers cancel what they are doing and running away in fear toward their home hut. About half way home they will stop and decide what they should do instead, building new orders. During this work I re-enabled running animations for followers and animals again. I also smoothed out walking in general a little bit. There were some visual issues when their target was on the move. They re-made their path and walked back about 1-2 tiles each update. Now, that is a thing of the past!
Emelie What have I been doing this week? Time has flown and every day blends into each one another, I have been deep into the water system but I have started to add influences from animals, berry bushes and farms. We also have an internal playtesting session every week that is super useful for me, it helps me find and identify systems that are not working as intended or if my balancing is unnoticable and needs more tweaks. You can really feel the difference the balancing is doing so hopefully it will come together quite beautifully.
Marcus This week has been very company heavy for my part, so not much news in terms of production from my end. However, we are of course still steadily improving upon game features and balancing the overall experience, as you've been able to read above. _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook & Twitter or chat with us on Discord. Have a nice weekend!
[ 2018-02-02 14:18:58 CET ] [ Original post ]
More pixelated images, a folder named Company Secrets and running away from dangerous animals. It must be time for our weekly Dev Blog!
Community
You've all been very active in providing feedback the last few weeks, which has been super helpful. As you'll find out below, some of the recent suggestions from you have already been implemented in our internal build. Also please be aware that everything mentioned in the blog is not yet live on Steam. We're currently lining up a lot of things. Very soon you'll find out what all the secrecy has been about:
Art
Martin I'm a big tease, I know. But this is the last week I'm not allowed to talk about [censored]. I managed to smuggle this secret image out to you, what could it be?
Emma Just as last week, I'm just working on secret stuff again. Hopefully it won't be a secret for much longer.. Here's a beautifully pixelated tease!
Code
Johannes This week has not been as productive as far as the game is concerned as the last few weeks, due to company work taking up much of my time. I have been doing some more tweaks to the new water system, and doing some research for the save system problems. Yesterday we had a play test session, where I for the first time in a long time could just sit down and actually enjoy the game. So I feel really good about where the game is right now. Looking forward to letting everyone play it :) Jens This week I have done a lot of different minor fixes and balancing. I also added one new mechanic. Commandments themselves can now be blessed or condemned with a low cost of influence. Blessing the commandment makes its lifeforce immun to associations draining it. This allows the player to spend less influence to keep a commandment around than proclaiming a new one when the old is removed. Condemning the commandment does the opposite and drains the lifeforce at an increased rate when an association is made. Condemning also comes with a rather large hit to the following cities' local faith. The word discovery has gotten some updates. Coast is now unlocked after a new city is built instead of requiring a city with a harbour. Hungry, Happy, and Unhappy word requirements have been changed to be accumulative instead of being a number of followers fulfilling the requirement at the same time. The trading between islands is now enabled and can occur between two harbour cities. The normal prerequisites for trade still applies. The last three expertise buildings are now added to the game. Diplomacy gives a bonus to successfully create alliances. War increases chance of winning a battle. Trading expertise increases the amount of wealth received when selling resources. These are more late game expertises than Granary, Mining, and Construction as the words needed to be unlocked are Tier 2 and Tier 3 in the new Word Tree. Johannes W This week I've mostly worked with how followers decide on their actions, i.e. their A.I behavior. We've had issues with balancing that and need to adjust some things to give us more control. One of these issues is how follower actions haven't been available or referenced in the Unity editor and our balancing and tweaking is mostly done through serialized variables in Unity's inspector windows. The goal has been to list all possible follower actions in the editor along with corresponding variables for us to balance and experiment with. This has been fixed at this time but there's still some work to do with how follower actions are added depending on how expensive they are in terms of follower stamina and time. I believe, when these things are slightly changed for the better, we'll have more control in making the game balanced and a more fun and interesting experience for players! Tomas I have worked with followers reacting to being attacked by animals. My first iteration had the followers cancel what they where doing, change into warrior clothing and if they survived they would play their defend with shield animation. After this they would walk home. It looked kind of funny, in a bad-funny kind of way, so I made another iteration. My second and final iteration has the followers cancel what they are doing and running away in fear toward their home hut. About half way home they will stop and decide what they should do instead, building new orders. During this work I re-enabled running animations for followers and animals again. I also smoothed out walking in general a little bit. There were some visual issues when their target was on the move. They re-made their path and walked back about 1-2 tiles each update. Now, that is a thing of the past!
Design
Emelie What have I been doing this week? Time has flown and every day blends into each one another, I have been deep into the water system but I have started to add influences from animals, berry bushes and farms. We also have an internal playtesting session every week that is super useful for me, it helps me find and identify systems that are not working as intended or if my balancing is unnoticable and needs more tweaks. You can really feel the difference the balancing is doing so hopefully it will come together quite beautifully.
Production
Marcus This week has been very company heavy for my part, so not much news in terms of production from my end. However, we are of course still steadily improving upon game features and balancing the overall experience, as you've been able to read above. _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook & 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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