Name | Noseka: The Gold Project | ||
Developer | Dreamirl | ||
Publisher | Dreamirl | ||
Tags | |||
Release | 2023-11-07 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [NAN ] |
[h3]Bug fix:[/h3]
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This is a news that relieves the team and will please many of you, we know.
"Noreya" is a name that was difficult to find and validate for our game, months of scriptwriting work and logo research. Perhaps it was a bit "overkill" for an indie game after all. One thing's for sure, the Catalan origins of the name "Noreya" could not have led us to suspect that someone in a Germanic country would decide to make it their flagship and attack us with a legal plan. So even the smallest probability can happen, hopefully the wheel will turn in our favor now. Update 0.9 is coming soon! And more good news is on the way ^-^. Once again, thank you all for your support. |
Hello everyone!
That's all for today! A little more patience for more fresh news. [h2]Patchnotes:[/h2] [h3]Additions/Improvements:[/h3]
[h3]Bugs Fix[/h3]
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Hello everyone.
Thank you everyone to keep reporting bugs ! We are now entering the final stage of the development of the game. Only one area and the true ending is missing, we also have a few more surprises for you! More very soon. |
Hello everyone!
[h3]Bugs Fix[/h3]
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I made this patch over the week-end to fix some softlock issue and "not so cool" bugs (like floating spikes).
Thank you everyone for the reports and reviews ^-^ |
Some hotfix inb this minor Patch. |
We are proudly participating in the Metroidvania fusion event, which features a lot of Metroidvania games. It is a good event to discover new game of your favorite genre. |
Hello everyone!
[h2]Bugs Fix[/h2]
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Hello everyone!
[h3]Bugs fix[/h3]
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First of all, Happy new Year to everyone! |
Hello everyone!
Bugs/Improvements:
The next patch 0.6 is almost ready and will include an imposing new BOSS with a brand-new gameplay. Until then, give us your feedback and suggestions, as usual ^-^ We can't wait to see you discover these new areas! See you soon. Team Noreya. |
Hello everyone!
[h3]Bug Fixes:[/h3]
Thats it! Lets get back to work. Have a good week-end. |
[h2]Patch Note[/h2] [h3]Additions/changes:[/h3]
[h3]Bug Fixes:[/h3]
[h2]Patch 0.5 is coming next[/h2] We'd like to thank everyone for your participation, and we will continue our efforts! The next patch "0.5" will be released soon and will provide access to a new area, along with a new "mini boss": The Fallen King. Will you be able to complete the currently available content before the release of version 0.5? See you very soon! ~~ |
Minor locales fix |
[previewyoutube=7hkY95q91PA;full][/previewyoutube]
Each time you change your allegiance in the game, you open new paths that are waiting to be explored, but watch out! As you make these decisions, old paths you may have traveled before will close. Not only that, Noreya's skill tree provides many unique optional skills and upgrades that will help you throughout your journey, while allowing you to create your own unique gameplay and playstyle! [h3]So why early access?[/h3] Well, we wanted to make something unique that stands the test of time, and as such we needed more time and your feedback to accomplish this. As a French company we love our wine and early-access allows us to affine the game just like you would a nice bottle of wine. You our community are tasting all the variations of Noreya until you and us decide its perfect. [h3]How many hours of gameplay is currently available in early access?[/h3] Approximately 8-10 hours depending on your exploration and skill. [h3]What else can I read to know more about you and the game?[/h3] Community to us is important so you will find us on the steam forums. You can also join us on discord: https://discord.gg/z4vDtZCx or our newly formed subreddit. https://www.reddit.com/r/noreya/ should you have any feedback please feel free to contact us there or on all our social medias with the tag @dreamirlgames. [h3]How quick are we fixing bugs?[/h3] We are updating on a roughly 2 week schedule with big bugs being fixed in a day. We are always watching discord and social media and aim to answer fast when someone finds something wrong. On top of this we also have a bug-reporting system powered by our players both on discord and the Steam forums with our team keeping an eye out for these reports as they come in. Please note bugs can happen. However, some things can take time to fix and fix properly so we ask you the community for patience when this happens. We will aim to keep communicating with you as much as possible when this happens. [h3]I have a Steamdeck, Linux, Mac, can I play the game?[/h3] Steamdeck: Yes you can. However, Right now to play on a steam deck you will have to make some configurational changes to play on the Steamdeck as Steam is not currently letting us push the latest build to default.. Mac: we have an issue with our Apple Developer Account and we are waiting for their support to be able to fix the build and upload it again. Linux: Noreya currently only runs on Ubuntu. However, there are a lot of versions and we will try to our best to make the game run on each OS in the future.. If you find an issue please fill in a report with your OS and specs and we will look into it. [h3]Thats it![/h3] We hope you will join us in Early-Access. Noreya features many new mechanics not seen in metroidvania games before. This has involved a lot of risks. However, only you the players can tell us if this is a success! We truly hope you love playing this game as much as we loved making it! |
Hello everyone!
[h3]Bug fixes[/h3]
PATCH NOTE 0.3.6 (2023/10/20) Along with a few fixes, this new patch introduces a new mechanic: the golden nuggets. We hope you enjoy it!
PATCH NOTE 0.3.8 (2023/10/25) We added hidding zones now and fixed a lot of bugs. The next patch 0.3.9 will continue bug fixing.
We want to thank everyone who help us making the game better and keep reporting the bugs! |
[h2]DEV BLOG 12 - PATCH 0.3 and Presentation of our roadmap![/h2]
Today, the two karma worlds are very similar, simply because we haven't "level-arted" the Light versions yet. So, most Light maps today are copies of the Gold versions. Also, "karma" is supposed to change existing routes and backtracking, a key element of the "metroidvania" genre. Finally, as we announced in the previous post, it is technically possible to face 7 of the game's bosses. However, in the beta, only 3 were accessible (now 5). In essence, each patch will give you access to 1 or even 2 new bosses. [h3]Metroidvania games go rarely in Early-Access.[/h3] We want to take this opportunity to deliver the game "piece by piece" so we can polish and improve each area as much as possible without being overwhelmed by feedback and day one patch, we do not want to rush or enter a crunch which is terrible for the team. With this schedule, we believe we can make adjustments to each area as the patches roll out. Also, we will do our best to ensure that your save data is preserved across versions! [h2]Steam Next Fest.[/h2] Next monday is the beginning of the Steam Next Fest, Noreya will join the events with the free demo. Please make sure you wishlist the game on Steam if you can, this is helpful to push the game as Valve is looking at the number of wishlist to promote or not a game. Thanks for reading, more news very soon. |
Have you played the Noreya Demo yet? Well its Steam next fest and we are here to play it with you and field your questions and feedback live on stream! |
Hello everyone!
BUG FIX
PATCH NOTE 0.2.2 (2023/09/26) :
PATCH NOTE 0.2.13 (2023/09/23)
PATCH NOTE 0.2.12 (2023/09/22)
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Hello everyone.
[h2]Live Stream / Content Creators?[/h2] If you start a live stream or create a video or post something about the game, please let us know, and we will be happy to share it! It's time to open the doors of Noreya, and we rely on all of you to talk about it, invite your friends to try the demo, and give us feedback. We want to finish this game with you, and together, we will undoubtedly create an incredible game. On behalf of the entire team, I would like to thank you once again for your trust and patience. |
Hello everyone,
[h2]Noreya: The Gold Project - The New Name[/h2] In case you missed our last announcement, the new final release name of the game is: "Noreya: The Gold Project." We decided to keep "Gold Project" as it was the initial name, and from a marketing and brand awareness perspective, it would have been complicated to remove it. Additionally, the "Gold Project" remains the central theme of the narrative of this installment: everything revolves around the so-called "God of Gold" and his malevolent project. The world of Noreya is vast, comprising several deities, and you can discover all of this by exploring every nook and cranny of the game. And in case you haven't seen the trailer, here it is (with music ): [previewyoutube=2Zxez9gAixk;full][/previewyoutube] [h2]A New Monster "Boing Boing" Has Been Added![/h2] Remember article #4? Well, a few days ago, while we were working on biome 4 with Morgane (our new level designer on the team), we thought we needed a "not too strong but resistant" monster for biome 4. As you progress through the adventure, you become more powerful, and the monsters from the beginning become easy to defeat. Instead of doing what's called a "reskin," we came up with a new monster that builds upon the foundation of an existing one. And a few hours later, here it is. It doesn't have a name yet, so it's "boing boing" for now :D [h2]Next Playtest: August 28, 2023[/h2] Mark your calendars, get ready to block a slot, playtest #2 is coming on August 28! We'll use the same system, the same format. It's the simplest and most effective for us. First, check your Kickstarter messages, join the Discord, and respond to us. Then, through the "beta" channel, you can choose a slot. At the time of your session, you'll be invited to join in audio with screen sharing so we can take notes on your session! The last time went really well, and we learned a lot. We're counting on you once again! Refer to the previous article "#08 - Summary of the First Playtest Session and Name Reveal!" [h2]Beta Date[/h2] Because we don't do things halfway, it's time to announce the planned dates (for now), starting with the beta. It will be accessible to all those who contributed on Kickstarter at "The Beast" level, as well as those who purchased access from our store. Also, a few streamers, YouTubers, and press guests. What will be available in the beta? The question should really be "what won't be available in the beta." Game development is full of unforeseen circumstances and obstacles, and despite all our efforts, the list will likely change for better or worse.
What's the benefit of participating in the beta if I want to experience the full game all at once? As with many games of this genre, participating in the beta might spoil the joy of discovery, especially if you encounter a major bug. However, our team is highly responsive, and if you're on Discord to report the bug live, we'll do everything we can to fix it or find an alternative. Additionally, we'll continue to improve the game, add content, new maps, puzzles, and maybe even new monsters. There will still be novelties between the beta and the final version. We completely understand if you don't want to take part in the beta in order to fully enjoy the final experience. There's no harm, and we thank you for your patience and support. If you wish, you can give your beta access to someone you know. [h2]Demo Date[/h2] Noreya will participate in the upcoming "Steam Next Fest" and from that date, you'll be able to play the demo, which will offer 15 to 30 minutes of gameplay depending on your skill level. The demo will later be available on other platforms (such as itch.io), but we're reserving exclusivity on Steam to boost the game's visibility on that platform. [h2]Release Date[/h2] Although this is just an approximation, the game is expected to be released by the end of October on PC. The winter period is challenging from a marketing standpoint for "indie games," and based on our work, the game should be ready by that date. If that's not the case, we'll make sure to provide regularly updated beta access to our backers. We're attentive to what's best for the game and won't rush anything. Please note that this date is approximate for the PC version. As for consoles, don't expect anything before March/April 2024. That's the minimum time we need to get the game validated on consoles. It might even take a bit longer... [h2]Bonus Notes[/h2] We're already working on the Kickstarter rewards. We'll soon send you a form to fill out. Here are a few dates when you can come meet us:
And unlike our usual practice, we're ending today with a musical touch! It's a big WIP, but I personally already like it a lot. See you soon. Short on YouTube (Steam do not yet support the integration of shorts videos) |
Hello everyone!
[h2]Summary of responses to the playtest session form.[/h2] At the end of the playtest, we sent a form to gather answers to certain questions. It was, of course, anonymous and not mandatory. Here is a summary of what the players thought, based on a selection of questions.
Among the best memories of the playtest session, two standout points are:
Among the "worst memories":
There's no need to go into detail about most of these responses, but some points need to be addressed in more detail. Let's start with the first mini-boss of the game. Its technical name is "Elite Spider," and it grants you the "WallJump" ability! It's not too difficult; in fact, it has relatively low health. The monsters in the "spider" family have an unusual behavior in video games, and almost all players who participated in the playtest were disturbed by these creatures' patterns. We are divided on the changes to be made to these creatures because they are original and break the conventions of AIs we know in metroidvanias. However, they gave you quite a challenge. For now, we have decided to reduce their numbers on certain problematic maps. The "dark frog" wins the award for the annoying mob, as it is a common monster found throughout biome 2. However, this creature is very fragile, and 1 to 2 sword strikes are enough to defeat it (depending on your attack boost). But it's the same issue I explained earlier; we wanted unusual monsters that make you think before charging in. [h2]Analysis of the session data[/h2] Let's move on to a more in-depth analysis. It's necessary to explain our tool a bit before proceeding, as not everyone may be familiar with how our playtest was conducted. We didn't collect a ton of information because it wasn't necessarily immediately useful, but we had the following data:
PS: The names you see on the X-axis are "technical" and temporary names. We didn't necessarily have names for the creatures when we were working on the game, and several of them need to be renamed! [h3]Time spent by map[/h3] In red, we have the maximum; in green, the minimum; in orange, the average; and in purple, the median. As we can see from this first graph, a significant amount of time was spent on maps b2_01 and b2_02. This is normal since these maps are quite large and introduce new mechanics and monsters. The number of deaths/time spent was particularly high on these maps, considering they are relatively early in the game. Therefore, we have decided to make modifications to these maps to make them less punishing and facilitate learning. To measure the impact of our modifications, we calculated the number of deaths per map per day. This provides a more meaningful perspective. [h3]Deaths by map, day 1[/h3] The first day of playtesting was busy in terms of session numbers, as if you all wanted to be the "first" ones, haha. In any case, we can observe a sharp spike in deaths on maps b2_01 and b2_02, followed by a second spike on maps b2_06 and b2_07. The second spike is not as problematic; b2_06 is a rather technical map where players are being chased, and b2_07 is the map with the first mini-boss. Therefore, we didn't make major modifications to these maps, just some fixes. However, as mentioned earlier, we made modifications to b2_01 and b2_02. [h3]Deaths by map, day 2[/h3] On Day 2, we can observe a slight decrease in deaths on b2_01, but it's not sufficient for b2_02. There was a sequence of monsters/spikes that was quite challenging, and it was easy to fall into an "infernal spiral" and lose all of your health very quickly. Therefore, we continued to make modifications to that specific map. [h3]Deaths by map, day 3[/h3] On this graph, we can observe a positive trend with a significant decrease in the average and median number of deaths on the problematic maps. We continued to make some adjustments here and there, as you can see from the overall graph progression. Day 3 had the lowest number of playtests, so we had fewer data points, and the analysis continues on Days 4 and 5 to confirm that the modifications are effective. [h3]Deaths by map, day 4[/h3] The downward trend is confirmed on Day 4. [h3]Deaths by map, day 5[/h3] Once again, the trend is confirmed on the 5th day, so we have validated the modifications made to those maps. Naturally, if we look at the "maximum" number, we might be inclined to be influenced, which is why it is important to look at the average and median curves as well! We also analyze the "min" and "max" curves because in some cases, they can be revealing. [h2]Why is it so important / Which curve is considered "good"?[/h2] You might be wondering why we are putting so much effort into reducing the number of deaths on these particular maps. As you know, I like to explain what happens behind the scenes in video game development. Having a high number of deaths on a map can potentially lead to player frustration and even rage quitting, especially when the map is at the beginning of the game and the player hasn't fully engaged with it yet. It's easy to think, "This game sucks," and quit. However, as players become more immersed in the game, invested in the story or other elements, their tolerance for persistence increases. Similarly, when the stakes seem higher, death becomes more acceptable. I can summarize this with the following statement: "Dying to an ant is frustrating, but dying to the first boss is expected." And that's what this curve represents. Our mistake as game designers was trying to introduce too many new elements at the beginning of Biome 2. As players, you weren't familiar with these monsters, and having too many of them at once, with tight placements and new behaviors, led to a higher-than-desired number of deaths. Working on these maps was challenging because they were well-designed from the start, but not impossible to improve. Additionally, I believe it will be necessary to add one or two maps that precede these challenging ones, allowing more time for fun and gradual discovery. Some players enjoy the hardcore aspect, but personally, I prefer a softer introduction, especially since a few maps later, the difficulty spike returns. However, the game is worth it, and the challenge is impressive enough not to frustrate players with repetitive deaths. [h3]Total damage per enemy[/h3] This graph isn't particularly meaningful because the total number of deaths or damage changes depending on the frequency at which an object/monster appears. However, I find the numbers and graphs amusing, so we're sharing these graphs with you. [h3]Total deaths per enemy[/h3] [h2]What are the dates for the upcoming sessions/beta?[/h2] We know that we want to have more sessions, but we're not sure about the exact dates yet! I think we'll have another session at the end of July, and maybe one last session in August! The closed beta is expected to arrive in September/October! (we'll do our best ). Until then, we'll be working hard to continue the game production, and we'll keep you updated on the dates. [h2]The final name reveal is scheduled for Wednesday, July 12th at 8 PM (French time) in a live stream on our Twitch channel![/h2] We've been waiting for this moment for a while. Join us on our Twitch channel on July 12th. We'll discuss the game, have a little Q&A session, and finally unveil the new game trailer along with the name reveal! We hope to see you there Our Twitch channel is located at: https://www.twitch.tv/dreamirl And if you haven't already, we invite you to join the official Discord server, a place for discussion and chat about the game. PS: please check your private message on Kickstarter / your email, as we sent a message to each beta backer. |
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Regarding the development, we only have left:
In other words, by the end of May, the technical development of the game will be almost finished! Also, we have had some questions regarding console versions. Know that someone on the team is actively working on porting our engine to the Switch, which will also be useful for the PS4 and PS5 ports. The Xbox port should be the easiest. Again, I cannot guarantee anything at this stage, but we are doing our best to reduce the release time between different platforms! Thank you for taking the time to read this article, I hope it was interesting. I will write a new article for you very soon! In the meantime, don't forget to come to the Discord. |
Hello everyone! |
Hello everyone!
There are quite a few other titles that I would remember if I saw the name or an image, but that's already a good list. Some titles are not on it, such as Ori, for example, because they are not games I have played directly (someone else owns it, and either I play it "quickly" or I watch the person play. I do not consider having played these games as it is superficial and impersonal). However, the list does not stop there. There are many games that use all the codes of Metroidvania without being recognized as such. Zelda is a good example, and I could also mention Donkey Kong 64, Mario 64, or even Banjo-Kazooie, which, in my opinion, are very close to the genre. Screenshot of the game Banjo-Kazooie on Nintendo 64 But then how do we define a Metroidvania? According to Wikipedia, it is a subgenre of action-adventure games with a focus on non-linear exploration and/or exploration based on the acquisition of new powers. Moreover, there are terms such as Zeldatroid and Zeldavania, which are not used or even accepted by communities. Anyway, this is where my influence will be felt since a game that recently marked me is Legend of Zelda: Breath of the Wild. And even though the game is beautiful, good, etc... it's not something so vague that struck me. It's its open-world exploration model. The possibility of facing any boss in any order, and the fact that the character's skills are all acquired from the start, are the two things to remember in this game in my opinion. In Gold Project (which is not the final name, as a reminder), I wanted to have a bit of this overall feeling of freedom, without breaking the "classic" Metroidvania codes too much. So it's possible to face any boss in any order, provided you have the required skills. That means that in Gold Project, you have a slight required skill system (not like in Hollow Knight or Metroid Dreads, I'll come back to that), but when you get a new required skill, there is no obligation to go and face a boss. You can very well retrieve all the skills in the game, and then face the bosses in disorder. One clarification, I intentionally wrote "required skill" because in Gold Project, you will have optional skills (those that do not allow you to finish the game) and required skills to finish the game. When I finished Metroid Dreads (which I did in one go), I was both satisfied and a bit bored. I found the game very well done no matter how you look at it, but at the same time a bit bland and repetitive. The number of skills or skill upgrades we obtain is, in my opinion, too high (I'll spoil it slightly, but from memory we improve the weapon power 4 times, which allows us to open 4 types of "doors"). The traditional room that allows you to get a new power in the Metroid series And that makes progression easy in this game since when you get a new skill, you just have to look at the map to see where you can use it. The "exploration" side is, in my opinion, absent in this game. And if we take a game that is completely opposed from an exploration point of view, namely Hollow Knight, in my opinion, it's too much. We obtain a lot of skills without any idea of "where to go" at times, we find ourselves having to explore the entire game world to discover a new passage. Screenshot of the incomplete map in Hollow Knight As someone who loves games of this genre, I have to admit that I don't think I will finish Hollow Knight; it's far too long, far too labyrinthine, and finishing a game by looking it up online doesn't satisfy me too much, especially for this kind of game. It's difficult as a creator to choose between "do we want to hold the player's hand" and "do we want to lose them in a world to the point of giving up." In my opinion, we need a somewhat guided hook, a hint of freedom but not too much, and later on, open all the floodgates of freedom (we can go wherever we want). Although there are many games that have inspired me on my list, it would be too long to list them all. But here's a little recap of it all.
However:
I know that we are all different, and sometimes we want to "dose the challenge ourselves." That's why for the specific part of skills, we will have an optional skill system in Gold Project that will allow you to obtain new powers to face your opponents. The game is finishable with only basic skills and streamlined gameplay, the rest being optional, according to each person's taste. Screenshot of the game Insanely Twisted Shadow Planet On the world exploration side, for now, it falls into "what I like," but we may offer options to add/remove details; nothing is final in what I explain here. Finally, on the combat side, we currently have a very simple combat system that will be enriched by the optional skills. We must not forget that the world of Gold Project is complex since we must add to all of this "Karma," which will change the access between maps; we have difficulty understanding it during conception, and that's why we will pay very special attention to the world map. I recommend reading DEV BLOG #2 if you want to know more about how Karma works: I could write several more pages about what I like and don't like, as well as "my vision" for designing a metroidvania. I hope this article helps you understand my vision for the game a little better, and I look forward to exchanging ideas with you if you have any further questions! And before I go, I'd like to give you the list of conventions we've planned to attend in 2023. I hope to see you there and have a chance to chat! March 25-26 at Occitanie Game Show Montpellier (at the Montpellier exhibition center) May 13-14 at TGS Springbreak (Diagora Labge, near Toulouse) October 1-2 at Pau Anime Game Show (at the Pau exhibition center) November 26-27 at TGS Toulouse (at Meet in Blagnac, near Toulouse) |
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So we identify what we already have and what we havent. Then we try to estimate the difficulty of what we have today to create a scaled system. To make Gold, we created the following legend. It lets us adjust each monster and try to get a graduating balance and difficulty over the play time. Other types of needs we are looking for could be described as follows: How to make a monster that
In summary, Gold Projects design is a mix of ideas/concepts art/code/needs which will define the monster. Today, we have 19 Monsters planned for the game. Sometimes, during conversations, we have new ideas we love so much that we decide to add a new monster. Sometimes it is because of an accident (we tried a few prototypes, and some concepts are really cool). But we first try to make this fit the calendar. Of course, our way to do is probably close to other teams. There are dozens of ways to design a game but the components required to make a game are the same. Its normal to have similarities and maybe our explanations along this article sounds familiar to you. [h2]Method 1: start by the Character-Design[/h2] It is one of the easiest methods to explain as it is visual. An artist makes some quick sketches we call concepts, then we talk about it. While looking at this concept we may think This one is great and gives me ideas. It can also be right from the conception point that the artist got early ideas in mind. What is the process of this method ? The art team working on monsters will make concepts and then show off their work to the rest of the team. It can be very specific ideas like this is an assassin. Or it can be pretty vague and we start brainstorming about it. Of course we will focus on the objectives coming from the Game & Level Design to get very different behaviors and monsters. From easy to very hard, with bosses etc Once the selection is done, the iterative process starts. We take one monster, create a monster specs sheet (see method 2), then prototype it (see method 3). And finally validate it (see Iterations). Some people would prefer to imagine every aspect of the monster before even making a prototype and testing it. We completely avoid this approach as it is very risky to spend a lot of time making animations, without guarantees of the monsters being cool in the end. If we do so, we should tweak the monsters depending on the animation and not the opposite, the gamefeel would be locked. While making the preproduction of the game, we did some animations before monsters in order to imagine what the final render would be. But we do not do that on production. [h3]Method 2: start by the Game Design[/h3] Starting by the Game Design is radically different. This principle is to first think about different levels of monsters and the functions expected from each of them. Then we create a monster sheet specs, containing the intention of the Game Designer and what we try to achieve with this monster. Potentially with an idea of what it could look like. Here is what a monster sheet specs contain : To make it simple, this general process can be shortened as follows: we first write ideas that we test in our mind and then make a prototype of it. Once the writing is done, some people will consider their design job to be done and move on. But we prefer to start prototyping with the help of the document, and give the freedom of creativity to the programmer in charge of this monster. Then we have to tweak the monster and change it until it meets our expectations. This cycle is completed by the art design, which means visuals and animations based on the prototype. We already know all the timings and all the attacks. Sometimes the concept art of the monster is done before the code which helps us imagine what it is and what kind of behaviors and moves it should use. [h3]Method 3: start by the Prototype[/h3] This method is probably the most popular across the game developers as it does not require any kind of work before doing it, like writing or drawing. The principle of the approach is to code freely and widely anything that inspires us. Each programmer will have a different way to make this happen, depending on the skill and the will. Side note, the more we do monsters in the game and the more we can start from/get inspired from/compose with an existing one. And this allows us to go faster and faster along the developpement. Specifically in the Gold Project, we created a component system very helpful for the AIs. We can pick any component that already exists if it is close to what we want to achieve. For example, we have some monsters capable of walking on walls or ceils and they use the WallWalker component. Any new monster needing that feature will just have to use the same component. The big advantage of this method is that we can directly test out the monster along its making. When it is validated, then the art team can work on visual and animations as they can experience it and play its final behavior, with timings and everything. This avoids surprises and useless work for the art team. Here we use a big zombie from the pre-prod to make a prototype of a Boss The big downside of this technique is that we have to work with placeholders. It can be squares of colors or another monster that already exists even if it is not the same size or behavior (just to use something better than a square). In our case we often use the basic Zombie as a placeholder but not only. We can also use a concept-art image static (with no animations). It is really hard to imagine the final monster when we are working with placeholders. Sometimes we can think our work is not that good just because its visually empty. A very small visual fx can change all of it. Also when playtesting it is hard to make a difference between monsters if they all look the same. We must be able to identify the fun of that monster with a very simple placeholder, and then trust the art team to make it visually astounding. [h3]Method 4: start with a Joke[/h3] This method is not a game changer compared to the others but it is real! Sometimes while talking and drawing, or making prototypes, we can have what we call stupid ideas or funny ideas. It can be a way to exploit a bug to create a monster, or just a joke that sounds fun to do. Its hard to give you a visual explanation of it, but at least you know this exists! Will you be able to guess which monsters have been created, based on a joke or a bug ? [h3]Iterations[/h3] No matter which method you chose to use, each of them leads to the same thing: iterations. If we had to resume this with a sentence it would be something like art > design > code > tweaking > art > design > code > tweaking When is it enough? Here is the big question no-one can answer, junior nor veteran. We are never 100% happy with our creative work and sometimes we can go back months after to change a little thing, when everything seems to be done. Game developers have a saying I hear a lot: A game is never done, only abandoned (which originally came from Leonardo da Vinci talking about Art). While making the Gold Project, we try to make the maximum of iterations we can, according to our previsional planning. Once we like a monster we move on to the next one. And then, later, we do another iteration over all monsters to check one more time if there is something we want to change, or if we have a new idea. Most of the time it will result in a visual evolution more than a functional evolution. Why visual only? Because once a monster is technically done, except for bugs, we rarely have to change it after all the tests and playtests we did. Tweaking can take a lot of time, but once we find the good one, we rarely change it later. During the production of new monsters, our visual skills improve. This make us notice some issues on the precedently created monsters. Small precision, sometimes an evolution is not necessarily more beautiful if we only see the monster alone. We have to take all the game in consideration, the gameplay and how it is readable in the game, levels, but also its size and animations. [h3]Preview of the Biome 1[/h3] We hope this article was interesting to read! Before we go back to work, we wish you a Happy New Year ! As promised, let us conclude this article by revealing a preview of the biome 1: The Forest. One more time, thank you all for your support and patience. More is coming very soon ! [previewyoutube=qbaJlUVpjYQ;leftthumb][/previewyoutube] |
Hello everyone!
[h3]About the Game Design almost everything is done.[/h3] Some minor things are still left to do, some stuff is uncertain and we are making tests to validate it as soon as we can. Two Bosses still need to be completed by Game Design, these will be worked on once we finalize the other bosses currently in production. The Game Design will change over time should we face any adversity. However, we are currently on track with some of the principal parts of the game already complete. [h3]The technical work[/h3] Let's get down to the technical side of things, those of you who love to know the current state of the game. For sake of simplicity we will avoid talking about complex things (like bugs, low-level code, components, shaders). So here is already done:
[h3]The artistic work[/h3] Before we start rendering we need to wait for the design and code to be finished so we can work on how we want the monsters and leveling to look and interact inside the game. Then once rendering is completely finished, we can move on to think about music and sound design. Now lets talk a bit about the audio and sound of the game. Right now we are considering the status of sound to be at 0%. Sarys and MisterMV have completed a lot of tests and have a lot of things in mind however, until the biome is 100% complete its hard to validate the music. This is because we want to be sure the biome matches the mood and rhythm perfectly. We know this may sound terrifying but do not worry, once the game is nearly done, this work will be fast to finish as the tests and research we have already done will be a big part of the job. Regarding the visual side of the game, we have around half of the monsters done (at least the first version, sometimes we change rendering months after the first version because we want to improve it). The main character is done, its attacks. The biome 1 and 2 are close to being finished. The arts of the biome 3 has only barely been started. Once we finish the visual of a biome, we then move on to level-art (cf previous blog post) and most of the time, this work requires us to go back in the assets production and create new things for this biome. This is why it is time consuming. [h3]Integration[/h3] Everything that has been finished on the art side is directly integrated and tested to fix it if required. So we have half of the monsters integrated and playable in the first version (there are some monsters or animations we are not happy with, we will change it later). Hard to imagine how all of this looks right? We could have shown you the world-map but it is a big spoil we do not want to make. But! We have a simplified version of this world-map. (keep reading until the end). [h3]Beta version: when ?[/h3] This is probably the most asked question and its still hard to talk about a precise date. Instead, as we were progressing quickly these last weeks, we got an idea. A game needs playtesting along the production, way before a beta version. So why not playtest the game with our community, instead of random people who do not care about the game? And so, people who backed us with a tier higher than The Beast will be selected as playtesters! We will randomly pick some backers for each session we need to make, and will do our best to offer at least one chance to each of you. With your help, we will find what is bad, and what needs to be reworked to improve the game, playtest after playtest. Of course if you do not want to participate, because you want to avoid being spoiled or you dont want to play the game without arts, a ton of possible bugs and incomplete, you can refuse, its fine. In the same way, if you accept to enter the playtest sessions, you accept being spoiled and play a game with bugs, missing arts/description and stuff (mostly blockout without story or stuff like that, see previous blog post). What is the goal of doing this? Saving time! Level-Art is time consuming and imagine if we do the level-art over 20 levels, and we discover its not easily playable, we would have to change the level design of those 20 maps. So we would have to redo the level-art again resulting in the final release date maybe being pushed back. This is why playtesting is the best way to find out what is wrong as soon as possible. The official Beta access (on Steam for example) will be available once we have enough final content in the game. At this time we do not know when. [h3]Rewards upgrade for The Collector and The Renowned backers[/h3] As we are now moving on in the production of the game, we thought it would be cool to add some special backer content into the game. So we are offering the following upgrade:
We hope you will like this upgrade and we will keep thinking about new ways to thank our community. [h3]Last word before the end of this post[/h3] We thought that some of you would like to know more about the world of the game, so we made a simplified world map almost no spoil. It will give you some ideas about what we want the world to look like, without spoiling too much. If you want to see it, click on this link ! (we did not include the image in case some of you prefer to wait). And thats it for today! Next time, we will talk about our Monster creation process and we will show you some in game stuff ! |
Hello everyone! |
Hello everyone!
Lets talk about what was in the prototype. [h3]Karma[/h3] The Karma is changing. Instead of purifying/massacring the souls of enemies, now you will have to find statues and decide to pray/corrupt it, this will give a ratio and define your allegiance. This makes it easier to change your mind, go back and change the state of the statues. This will also bring new subtleties you may discover while playing the game! [h3]Farming monsters[/h3] Killing monsters will now give you exp points which will let you unlock optional skills. In the prototype, optional skills were acquired by absorbing souls. We decided to change this for something simpler that everyone already knows. A classic exp points system with a skill tree divided between the God of Gold and the Goddess of Light. That way you will be able to decide which optional skill you want. You will be able to finish the game without these optional skills, it is a way to add some variations to the game and also a way to help the players who struggle to progress. [h3]The level design changing along the Karma[/h3] This is one of the core features of the game, we had to find how to make it better. In the prototype, we were using golden/enlightened blocks, but the final rendering was not as good as what we thought. Now, the change in the level design will occur not by blocks but will be completely different levels with different paths. It is more work for us since we will have to make the same map many times, but we will have more control over the rendering and avoid cringe/buggy situations. We decided to change those mechanics because the previous ones were not fun enough, boring after a few minutes, not as beautiful as expected or could be the reason for soft lock issues (when you are locked in a level and it was not the goal of the designers). [h3]And then?[/h3] We are working on a new rendering for the game. But we do not want to show anything until it is 100% ready! So lets talk a little bit about dev stuff (I mean, technical stuff). Gold Project is made with a homemade engine powered by Javascript/WebGL. To make the prototype we did not have a lot of time so we had to do for the best. Last month we reworked a lot of things from a technical point of view, starting with the design of a components system (if you know Unity its a little bit the same). This allows us to reuse components and make new ones to design gameplay and AIs. We also added a rig engine (virtual skeletons to say it quickly) which brings the possibility to create procedural animations or other things reacting to physics! Finally, it is not the most interesting part. We completely re coded all the existings AIs from the prototype to optimize them and create components for each part in order to reuse them. Above that, making the code more restrictive and robust. With all those little things we can go faster to make new AIs. This work took some time (~2 months) but we have a stronger environment to code and will spend less time debugging it. It is an investment for the coming months. Last point about technical things, we made a lot of changes on the player character, changing the feeling and controls. The goal is to have the best, smooth and fun experience possible. [h3]Conclusion[/h3] This concludes our first devblog. Last months we worked mostly on things hard to understand as a player, Game Design, refactoring technical things low level, research on arts, rendering, and music. Hard to see the progress about the making of the game. Here is now one thing that should comfort you: We finished those obscure tasks and are now working seriously on the content of the game! As of today we already made 4 new AIs in the game. Planned for the Biome 2 each one is very different and will surprise you! It is a kind of creature we did not show in the prototype. Do you have any idea of what it could be? We are impatient to show you more and bring some images along with the writing. Maybe in the next post? Since then we keep moving forward! Thanks. ~ the dev team PS: reminder, you can join our Discord Server and claim your backer role! |