Dev Blog #167 - Two Weeks Left!
Two weeks left until the launch of Crest and it's looking pretty good! Here's is some encouraging feedback we recently got for our secretive inner circle build: "I looked at the regular build [again] and was really surprised with the changes in the inner circle build! You guys did amazing!" If you'd like to help us playtesting the new features, you can still become a part of the inner circle yourself. More info can be here: Join The Inner Circle
Martin I had to take a short break from the trailer to incorporate our new shader, it's always a bad idea to implement new things just days before release, so a few weeks earlier is better! You can here see me playing around with the new shader. It's usually hard to control specular (or the shininess) with uniform low poly artstyles without textures (like most games). But with Johannes' new magical shader I can control that for separate objects, for instance make the gems more shiny than the rock it's attached to!
Emma This week, I've been helping out with the lighting of the scenes in the trailer. It was a real challenge, especially for someone still not completely comfortable with Blender yet. Turns out that it's pretty difficult to get some decent lighting in space! After that, I've been doing some UI work, like updating graphics for the information panels.
Johannes I've had full focus on the save system. I've worked on a tool to verify that saves are working properly. The tool works by saving all states in the game to a text file, then it saves the game, loads that save, and then saves all states again to a second text file. Then I load both text files into a diff tool and see if something is different. That tool has allowed me to find a few subtle save errors that I've now fixed. Jens This week has been all about polishing and fixing the features we have. Just to give you a taste of what I've done, I have added sfx to a lot of the interface buttons. The voice in the intro is now updated with a remastered version of the audio, and some background ambience has been added. The Word Tree is now more consistent, with words having designated spots in the UI window. I have continued to fine tune the stamina for the different follower tasks. Influence is now gained in a slow trickle with a bonus amount added every half cycle for faithful cities, instead of faithful followers as it previously was. This change hopefully reduces some of the frustation that could occur when you were missing just a one or two points to make a commandment. Johannes W I have fixed bugs and made some improvements and optimization with how followers find new locations when building new cities. It was an issue before with how it worked and how the performance was. Often when a world had a lot of cities it became noticeable how the game became slow because many followers tried to find new locations and not always finding anything. The old implementation was done through randomly checking tiles all over the island until a valid place was found. This was very unpredictable and a better solution had to be made. The way it is implemented now is to search outwards from the home city in circles until a good location is found. This felt like an obvious way to do it and it improved the performance a lot. The algorithm checks not every single tile outward but checks them with a bit of spacing just to lower the performance cost a bit. This fix will be available on the Crest release. Tomas I have tweaked the last things with the tutorial together with Emelie. We have playtested it internally and there are only some minor finishing touches left, then it will be all complete. The tutorial is also incorporated into the save system now, so loading a game will no longer reset it to the beginning.
Emelie The update to the tutorial has taken the entire week for me, and will probably take a few more days as well. It's coming along nicely, but I wonder if I have in my haste forgotten about something important, the pacing and the time it takes to finish it. We had a playtest this week as we do every week now and we focused on the tutorial so I got valuable feedback and will do my best to make it better. Other than the tutorial, I have been dabbling wherever I have been needed and I am guessing that's what I'll be doing everyday until release.
Marcus Our release is slowly creeping upon us, so this week has seen a lot of playtesting in order to fix final balancing issues and bugs. Beyond that I am also continually busy with getting stuff ready for GDC amongst other company related stuff. So there is never a dull moment. _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook & Twitter or sign up for our Newsletter. Have a nice weekend!
[ 2018-02-23 16:25:32 CET ] [ Original post ]
Community
Two weeks left until the launch of Crest and it's looking pretty good! Here's is some encouraging feedback we recently got for our secretive inner circle build: "I looked at the regular build [again] and was really surprised with the changes in the inner circle build! You guys did amazing!" If you'd like to help us playtesting the new features, you can still become a part of the inner circle yourself. More info can be here: Join The Inner Circle
Art
Martin I had to take a short break from the trailer to incorporate our new shader, it's always a bad idea to implement new things just days before release, so a few weeks earlier is better! You can here see me playing around with the new shader. It's usually hard to control specular (or the shininess) with uniform low poly artstyles without textures (like most games). But with Johannes' new magical shader I can control that for separate objects, for instance make the gems more shiny than the rock it's attached to!
Emma This week, I've been helping out with the lighting of the scenes in the trailer. It was a real challenge, especially for someone still not completely comfortable with Blender yet. Turns out that it's pretty difficult to get some decent lighting in space! After that, I've been doing some UI work, like updating graphics for the information panels.
Code
Johannes I've had full focus on the save system. I've worked on a tool to verify that saves are working properly. The tool works by saving all states in the game to a text file, then it saves the game, loads that save, and then saves all states again to a second text file. Then I load both text files into a diff tool and see if something is different. That tool has allowed me to find a few subtle save errors that I've now fixed. Jens This week has been all about polishing and fixing the features we have. Just to give you a taste of what I've done, I have added sfx to a lot of the interface buttons. The voice in the intro is now updated with a remastered version of the audio, and some background ambience has been added. The Word Tree is now more consistent, with words having designated spots in the UI window. I have continued to fine tune the stamina for the different follower tasks. Influence is now gained in a slow trickle with a bonus amount added every half cycle for faithful cities, instead of faithful followers as it previously was. This change hopefully reduces some of the frustation that could occur when you were missing just a one or two points to make a commandment. Johannes W I have fixed bugs and made some improvements and optimization with how followers find new locations when building new cities. It was an issue before with how it worked and how the performance was. Often when a world had a lot of cities it became noticeable how the game became slow because many followers tried to find new locations and not always finding anything. The old implementation was done through randomly checking tiles all over the island until a valid place was found. This was very unpredictable and a better solution had to be made. The way it is implemented now is to search outwards from the home city in circles until a good location is found. This felt like an obvious way to do it and it improved the performance a lot. The algorithm checks not every single tile outward but checks them with a bit of spacing just to lower the performance cost a bit. This fix will be available on the Crest release. Tomas I have tweaked the last things with the tutorial together with Emelie. We have playtested it internally and there are only some minor finishing touches left, then it will be all complete. The tutorial is also incorporated into the save system now, so loading a game will no longer reset it to the beginning.
Design
Emelie The update to the tutorial has taken the entire week for me, and will probably take a few more days as well. It's coming along nicely, but I wonder if I have in my haste forgotten about something important, the pacing and the time it takes to finish it. We had a playtest this week as we do every week now and we focused on the tutorial so I got valuable feedback and will do my best to make it better. Other than the tutorial, I have been dabbling wherever I have been needed and I am guessing that's what I'll be doing everyday until release.
Production
Marcus Our release is slowly creeping upon us, so this week has seen a lot of playtesting in order to fix final balancing issues and bugs. Beyond that I am also continually busy with getting stuff ready for GDC amongst other company related stuff. So there is never a dull moment. _____________________________________________________________ If you want to follow the development of our game and get the latest news, you can find us on Facebook & Twitter or sign up for our Newsletter. 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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