Dev Log: Nov Release Progress Report #2
We know everyone’s excited about the new map, so let’s start there. With Ashley and Kevin’s help, Roman’s been working on adding all the interesting things that can be found around the island. For example… Caves! This massive cave system just happens to be under a giant volcano (lava coming soon).
A Giant Beehive! The textures and geometry aren’t final yet, but here’s an early peek at the layout of the queen bee’s humble abode.
Ruins! We don’t want to spoil things by saying too much, so we’ll just leave this here…
Ohh, mysterious. Weather! To prepare for the different biomes and add variety, we’re adding some atmospheric weather effects. Here are a few that John’s been testing:
Creature-powered structures are taking shape! Kevin’s been modeling some of the buildings which, when powered by one of your hard-working creatures, will upgrade your resources. Like this iron forge:
Top: Concept drawing | Middle: Early model | Bottom: Now with Carrot-On-A-Stick! The power comes from a creature running on the treadmill so John’s also been implementing creature energy levels. After working for a while, they’ll get tired and need to be fed based on their prefered diet: herbivore, carnivore, or omnivore. Creatures are also getting smarter! They now avoid running to the middle of the ocean, don’t try to eat you if you’re friendly, and leave the lifeblocks of vanquished foes alone so you can pick them up, among other things.
We’ve also been doing some work on the HUD, rearranging things and cleaning it up so it provides more information and is prettier to look at. Here are some icons and early mock-ups in progress.
Just like with the handheld items from last time, Ashley’s been reworking all the leg assets, updating their rigs and animations to use in the new animation system. The cat leg went first to make sure everything was working smoothly.
After each one is done, Greg gets them up and running in the game (pun totally intended). He’s also working on the physics to get them moving properly and realistically. Basically, he’s making sure creatures don’t float through the air or glide over terrain, and that their bodies move appropriately with the legs. Things like that. Here’s a test he did with some new leg code where he almost got eaten. Programming is dangerous work.
And we’re continuing to optimize everything, old and new! John’s been working on chunk loading, so that things around you load in more smoothly and there’s less of a hiccup. He’s even optimized creature sounds so that there’s fall-off as things get further away. That catsheep in the distance will no longer be meowing in your ear as if it were right next to you.
That’s all for now. Thanks for reading! We hope you like all the things we’ve been working on for the November release. As always, you can let us know what you think in the comments or on the forums. We’d love to hear your thoughts! There’s more in progress and we’ll be posting more sneak peeks as development continues but until then, keep an eye out for our Halloween Contest starting October 27th! To celebrate the spooky holiday, we’ll be asking you to create the scariest abomination you can think of. The winners get a prize and, of course, bragging rights. We’ll post more information soon. Back to work! See you next time. - Team CHKN http://store.steampowered.com/app/420930
[ 2016-10-20 17:48:51 CET ] [ Original post ]
Happy Thursday, everyone!
We’re now halfway through development on the next update (YAY!), so we wanted to share another progress report and give you a few sneak peeks of what we’re up to. Off we go…
Expanding the Environment
We know everyone’s excited about the new map, so let’s start there. With Ashley and Kevin’s help, Roman’s been working on adding all the interesting things that can be found around the island. For example… Caves! This massive cave system just happens to be under a giant volcano (lava coming soon).
A Giant Beehive! The textures and geometry aren’t final yet, but here’s an early peek at the layout of the queen bee’s humble abode.
Ruins! We don’t want to spoil things by saying too much, so we’ll just leave this here…
Ohh, mysterious. Weather! To prepare for the different biomes and add variety, we’re adding some atmospheric weather effects. Here are a few that John’s been testing:
Creature Features
Creature-powered structures are taking shape! Kevin’s been modeling some of the buildings which, when powered by one of your hard-working creatures, will upgrade your resources. Like this iron forge:
Top: Concept drawing | Middle: Early model | Bottom: Now with Carrot-On-A-Stick! The power comes from a creature running on the treadmill so John’s also been implementing creature energy levels. After working for a while, they’ll get tired and need to be fed based on their prefered diet: herbivore, carnivore, or omnivore. Creatures are also getting smarter! They now avoid running to the middle of the ocean, don’t try to eat you if you’re friendly, and leave the lifeblocks of vanquished foes alone so you can pick them up, among other things.
UI Revamp
We’ve also been doing some work on the HUD, rearranging things and cleaning it up so it provides more information and is prettier to look at. Here are some icons and early mock-ups in progress.
Upgrades & Optimization
Just like with the handheld items from last time, Ashley’s been reworking all the leg assets, updating their rigs and animations to use in the new animation system. The cat leg went first to make sure everything was working smoothly.
After each one is done, Greg gets them up and running in the game (pun totally intended). He’s also working on the physics to get them moving properly and realistically. Basically, he’s making sure creatures don’t float through the air or glide over terrain, and that their bodies move appropriately with the legs. Things like that. Here’s a test he did with some new leg code where he almost got eaten. Programming is dangerous work.
And we’re continuing to optimize everything, old and new! John’s been working on chunk loading, so that things around you load in more smoothly and there’s less of a hiccup. He’s even optimized creature sounds so that there’s fall-off as things get further away. That catsheep in the distance will no longer be meowing in your ear as if it were right next to you.
More to Come...
That’s all for now. Thanks for reading! We hope you like all the things we’ve been working on for the November release. As always, you can let us know what you think in the comments or on the forums. We’d love to hear your thoughts! There’s more in progress and we’ll be posting more sneak peeks as development continues but until then, keep an eye out for our Halloween Contest starting October 27th! To celebrate the spooky holiday, we’ll be asking you to create the scariest abomination you can think of. The winners get a prize and, of course, bragging rights. We’ll post more information soon. Back to work! See you next time. - Team CHKN http://store.steampowered.com/app/420930
CHKN
Katapult
Katapult
2016-04-01
Indie Casual Singleplayer Multiplayer EA
Game News Posts 127
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(1565 reviews)
https://store.steampowered.com/app/420930 
The Game includes VR Support
CHKN Linux [841.87 M]
The Art of CHKN
Behold! The miracle of life packed into cubes. CHKN is an open world sandbox game where life itself is your strongest tool. Bring creatures to life by assembling them from body parts, each packed with its own special sauce. Cook up whatever creatures you want and don’t be surprised if your creation has a mind of its own. With Creative, Adventure, and Multiplayer modes, there is an abomination for everyone.
But seriously. We’re just beginning with CHKN and we want you along for the ride. It’s going to be crazy and weird, but we’re going to involve you in any way possible, whether it’s asking for advice, testing out new features, or just showing us your ridiculous creations! We love hearing from you guys. Team CHKN is just a tweet, email, comment, or a very loud scream away. There will be bugs and there will be issues. Keep that in mind before you play.
KEY FEATURES
- Unique AI (aka the Special Sauce): You have the power to bring creatures to life by slapping blocks together, in whatever shape, size, or combination you want. These blocks of intelligent life give your creature unique personalities based on the combinations you make. No two creatures are alike...unless you make them alike. In which case, an egg will pop out of one of them. Even if it’s a cat. Because SCIENCE.
- Creature Interaction. Creatures have all the feels and they’re not afraid to express them. Sad eyebrows? Your creature might be lonely. Happy smiles and farts? Your creature loves you for feeding them hamburgers. If a creature is snarling and running at you, then it’s probably too late - you’re dead.
- Survival Tactics: You and your creature are starving to death. Do you feed your creature the last of your apples? Or do you cook your creature into a burger to feed yourself!?? Too much? OK.
Creatures will work better than tools at collecting resources and protecting your homestead. They’re better at fighting and cutting down trees than you are, so you’ll definitely want them on your side. - BUILD ALL THE THINGS!: Build a house! Build a farm! Build a three-headed, five-footed, llama-rantula-pus! With your creatures’ help, break apart your surroundings to craft tools and structures. Craft beds made of chicken parts and farm the land in order to survive and thrive.
- Adventure, Creative and Multiplayer Modes. Modes on modes on modes.
- Burps and farts. Need we say more?
DISCLAIMER
This is an Early Access game, which means it’s a little chick growing with every build. Remember raising them in school? Well, we’re that little chick under the heat lamps, confused about why we’re standing in sawdust with kids staring down at us.But seriously. We’re just beginning with CHKN and we want you along for the ride. It’s going to be crazy and weird, but we’re going to involve you in any way possible, whether it’s asking for advice, testing out new features, or just showing us your ridiculous creations! We love hearing from you guys. Team CHKN is just a tweet, email, comment, or a very loud scream away. There will be bugs and there will be issues. Keep that in mind before you play.
FUTURE ROADMAP:
- Additional creatures; dragon, goat, sheep, llama and many more.
- Added abilities; flying, poison, fire breathing.
- Improved AI; dogs can guard houses, ants can follow scents, etc.
- Improved Multiplayer Mode.
- Cactus-Man.
- Much larger world, with additional biomes and points of interest.
- See our full Road Map here.
MINIMAL SETUP
- OS: Ubuntu 12.04+. 64-bit; SteamOS+
- Processor: 2 GHz Equivalent CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3 Compatible GPUNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 12.04+. 64-bit; SteamOS+
- Processor: i5 Quad CoreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia 900 seriesNetwork: Broadband Internet connection
- Storage: 5 GB available spaceAdditional Notes: SSD storage
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB