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Dev Blog #168 - One Week Left!
Crest got featured on IndieDB this week, which made it one of the Top 10 most popular games out of 46'026 titles total :O I'd like to remind you how crucial reviews are for us - especially now, being less than a week away from launch. They're immensely helping small indie titles like Crest to gain greater visibility on Steam. I really appreciate everyone of you taking the time to do so. <3 Please remember, all the new stuff we talk about below is not yet live on Steam but will be in the release version on 8th March. This goes for the achievements as well, which can currently only be unlocked with our inner circle build.
Martin The trailer is finished from my end, after several weeks of work. When we release it next week, I hope you will enjoy all of our hard work! Below you can see a sneak peek from it.
Emma I spent half of the week sick again (yes, I seem to get colds way too often this winter), and then the rest of the week was all about UI. I did some final touches to the Steam achievements, then proceeded to do the last couple of layouts for the information panel added to all the pages of the city pop-up; and then just some general nitpicks in the world overview and other UI windows.
Johannes W This week I worked on the Graveyard menu. Until now we only had some placeholder pictures for each Graveyard save. A screenshot of the game world is now added when the game over screen appears for the player. The screenshot is shown in the Graveyard to make each save unique and memorable. The task required for me understand possible ways to take screenshots through code in Unity engine which feels good to have learned. Last week I implemented Steam Achievements to the game. There where some small things this week that I had to tweak a bit. The icons that Emma did are now uploaded to Steam which look great. You will have to wait until the launch before you can unlock them though. Additionally to the things above, I've been focusing on bugs, fixes and improvements this week. The code for when animals migrate is optimized and improved on how new habitats are found. Johannes I've been on the hunt for an elusive bug with the shadows. When I made the new shader a while back, the shadows started behaving really weirdly:
It took me three days, but I did manage to fix it. Embarrassingly enough, I still don't know why it happened, I just fixed it by trial and error and some educated guessing. I do believe however that it's a Unity bug, regarding the way we're drawing the trees and stuff. Normally I would not let a bug go until I understood exactly why it happens, but since we're a week away from launch I don't have the time to do that, so bug fixed, moving on. Currently I'm fixing a remaining bug with the new water system, and fixing up some minor things here and there. Jens This week has been much of the same as last week. A lot of playtesting, balancing, and bugfixing. It's coming along well and it feels good to focus on polishing so close to launch, as opposed to putting out fires from major game breaking stuff. Tomas Emelie and I have polished the tutorial most of the week and we now call it finished! It has been thoroughly playtested and many smaller last-minute tweaks have been made. I'm pleased with our work and hope that you will like it and find it helpful.
Emelie Tutorial, tutorial and more tutorial. I have been working hard together with Tomas this entire week to fix all the issues that has come up with it. And now it's finished (unless nothing else crops up) and I couldn't be happier. I even had time to start some other tasks which need to be done and looked at before release and there's a lot of small fixes needed everywhere.
Marcus This week has been testing, testing, fixing and then testing some more. We're one week out from release and all of our resources are dedicated to making sure that game will be as polished as possible, and it's looking pretty good if you ask me. _____________________________________________________________ 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!
[ 2018-03-02 14:53:50 CET ] [ Original post ]
Community
Crest got featured on IndieDB this week, which made it one of the Top 10 most popular games out of 46'026 titles total :O I'd like to remind you how crucial reviews are for us - especially now, being less than a week away from launch. They're immensely helping small indie titles like Crest to gain greater visibility on Steam. I really appreciate everyone of you taking the time to do so. <3 Please remember, all the new stuff we talk about below is not yet live on Steam but will be in the release version on 8th March. This goes for the achievements as well, which can currently only be unlocked with our inner circle build.
Art
Martin The trailer is finished from my end, after several weeks of work. When we release it next week, I hope you will enjoy all of our hard work! Below you can see a sneak peek from it.
Emma I spent half of the week sick again (yes, I seem to get colds way too often this winter), and then the rest of the week was all about UI. I did some final touches to the Steam achievements, then proceeded to do the last couple of layouts for the information panel added to all the pages of the city pop-up; and then just some general nitpicks in the world overview and other UI windows.
Code
Johannes W This week I worked on the Graveyard menu. Until now we only had some placeholder pictures for each Graveyard save. A screenshot of the game world is now added when the game over screen appears for the player. The screenshot is shown in the Graveyard to make each save unique and memorable. The task required for me understand possible ways to take screenshots through code in Unity engine which feels good to have learned. Last week I implemented Steam Achievements to the game. There where some small things this week that I had to tweak a bit. The icons that Emma did are now uploaded to Steam which look great. You will have to wait until the launch before you can unlock them though. Additionally to the things above, I've been focusing on bugs, fixes and improvements this week. The code for when animals migrate is optimized and improved on how new habitats are found. Johannes I've been on the hunt for an elusive bug with the shadows. When I made the new shader a while back, the shadows started behaving really weirdly:
It took me three days, but I did manage to fix it. Embarrassingly enough, I still don't know why it happened, I just fixed it by trial and error and some educated guessing. I do believe however that it's a Unity bug, regarding the way we're drawing the trees and stuff. Normally I would not let a bug go until I understood exactly why it happens, but since we're a week away from launch I don't have the time to do that, so bug fixed, moving on. Currently I'm fixing a remaining bug with the new water system, and fixing up some minor things here and there. Jens This week has been much of the same as last week. A lot of playtesting, balancing, and bugfixing. It's coming along well and it feels good to focus on polishing so close to launch, as opposed to putting out fires from major game breaking stuff. Tomas Emelie and I have polished the tutorial most of the week and we now call it finished! It has been thoroughly playtested and many smaller last-minute tweaks have been made. I'm pleased with our work and hope that you will like it and find it helpful.
Design
Emelie Tutorial, tutorial and more tutorial. I have been working hard together with Tomas this entire week to fix all the issues that has come up with it. And now it's finished (unless nothing else crops up) and I couldn't be happier. I even had time to start some other tasks which need to be done and looked at before release and there's a lot of small fixes needed everywhere.
Production
Marcus This week has been testing, testing, fixing and then testing some more. We're one week out from release and all of our resources are dedicated to making sure that game will be as polished as possible, and it's looking pretty good if you ask me. _____________________________________________________________ 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!
[ 2018-03-02 14:53:50 CET ] [ Original post ]
Crest
Eat Create Sleep
Developer
Eat Create Sleep
Publisher
2018-03-08
Release
Game News Posts:
168
🎹🖱️Keyboard + Mouse
Mixed
(302 reviews)
The Game includes VR Support
Public Linux Depots:
- Crest Linux [307.61 M]
Available DLCs:
- 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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