Snazziness and Jazziness
There's been some adjustments made to the rendering code so now the appearance of the game scales substantially better for more resolutions. Aspect Ratio is maintained, color filters are better managed, and oh my god the texture scaling, it's perfect. No more weird one pixel wrap around errors or dithering or proportion distortion. Now, instead of scaling all elements and textures per actor, everything is rendered to a frame buffer with internal resolution, like is the native solution provided by frameworks like XNA, and the common technique used by other 2D game engines. The frame buffer is then and scaled appropriately to your decided resolution. This sacrifices sharpness slightly, but it improves overall quality ten-fold and does away with all previous texture errors associated with different resolutions. It also means I've restored manually resizable windows, because now no matter your resolution it won't look like absolute crap. There's additional snazziness elsewhere too. Title sequence has a little bit of decoration added, and now when you enter a dungeon it'll tell you your location and the name of the song track that'll be playing in the background.
The chosen music of the game has always been a point of contention for players. There's only so much that can really be done with creative commons music while trying to not sound like every other low-budget game. At the same time, there's a feel and atmosphere that is familiar to the genre and is expected with the territory that needs to be respected. As such, I've been looking into putting together more neutral soundtrack that should be less offensive to the general populous. This includes some more atmosphere and even jazzy/weather channel-like music for the main menu and more JRPG-ish music for dungeons and boss fights. And as always, everything is downsampled to at least try to give it a retro-vibe. And if you're worrying if this is going to make the game feel even more generic, don't worry, because that's the point. StoryMode has always been a satirical homage to the roguelike and JRPG genres, so having a generic soundtrack is all the better towards making it what it's supposed to be. If it turns out, however, that most people do not like the new music selection, I'll either revert the soundtrack changes, or I'll release the old pack as a free DLC pack allowing you to swap it in on-demand.
There's the typical slew of bugfixes coming. Found some problems with input that should be fixed, and a game crashing bug when you craft the last item in your list. The settings pane now has a network configuration tab that allows you to set values such as your tombstone alias, daily dungeon url, and check what data you pull and send to daily dungeons and steam. That's all I can think of off the top of my head. Thanks again for purchasing and/or following Storymode's development and trying out the game. It always makes me happy when I check the daily dungeon server and see people's tombstones!
[ 2016-03-15 05:21:04 CET ] [ Original post ]
Hi everyone, back for yet another update! Sorry for the long-ish period with no new content or word from me. Things have been a bit hectic, but hopefully what'll be dropping in the next day or two will have been worth the wait! So let's talk about these changes
Snazziness
There's been some adjustments made to the rendering code so now the appearance of the game scales substantially better for more resolutions. Aspect Ratio is maintained, color filters are better managed, and oh my god the texture scaling, it's perfect. No more weird one pixel wrap around errors or dithering or proportion distortion. Now, instead of scaling all elements and textures per actor, everything is rendered to a frame buffer with internal resolution, like is the native solution provided by frameworks like XNA, and the common technique used by other 2D game engines. The frame buffer is then and scaled appropriately to your decided resolution. This sacrifices sharpness slightly, but it improves overall quality ten-fold and does away with all previous texture errors associated with different resolutions. It also means I've restored manually resizable windows, because now no matter your resolution it won't look like absolute crap. There's additional snazziness elsewhere too. Title sequence has a little bit of decoration added, and now when you enter a dungeon it'll tell you your location and the name of the song track that'll be playing in the background.
Jazziness
The chosen music of the game has always been a point of contention for players. There's only so much that can really be done with creative commons music while trying to not sound like every other low-budget game. At the same time, there's a feel and atmosphere that is familiar to the genre and is expected with the territory that needs to be respected. As such, I've been looking into putting together more neutral soundtrack that should be less offensive to the general populous. This includes some more atmosphere and even jazzy/weather channel-like music for the main menu and more JRPG-ish music for dungeons and boss fights. And as always, everything is downsampled to at least try to give it a retro-vibe. And if you're worrying if this is going to make the game feel even more generic, don't worry, because that's the point. StoryMode has always been a satirical homage to the roguelike and JRPG genres, so having a generic soundtrack is all the better towards making it what it's supposed to be. If it turns out, however, that most people do not like the new music selection, I'll either revert the soundtrack changes, or I'll release the old pack as a free DLC pack allowing you to swap it in on-demand.
Anything else
There's the typical slew of bugfixes coming. Found some problems with input that should be fixed, and a game crashing bug when you craft the last item in your list. The settings pane now has a network configuration tab that allows you to set values such as your tombstone alias, daily dungeon url, and check what data you pull and send to daily dungeons and steam. That's all I can think of off the top of my head. Thanks again for purchasing and/or following Storymode's development and trying out the game. It always makes me happy when I check the daily dungeon server and see people's tombstones!
StoryMode - A Game About Crafting
Nicholas Hydock
Nicholas Hydock
2017-10-02
Indie Casual Singleplayer
Game News Posts 38
🎹🖱️Keyboard + Mouse
Mostly Positive
(18 reviews)
https://craft.luna.red
https://store.steampowered.com/app/386710 
The Game includes VR Support
[135.71 M]
Join our human adventurer on an adventure! Is this adventurer even a hero? Is he even actually an adventurer? Who cares? Not the Crafting Goddess Joann, apparently! All she wants is a slave to make crap for her, and that slave appears to be this poor soul. I guess now that he's been chosen by a trans-dimensional entity to do some kind of bidding he doesn't really have a choice of sorts.
At least there's some fun to be had as he traverses the dungeons generated from your old high-school reports and questionable images.
Wait a second, did I just say old high-school reports?! They have value now?
You sure bet!
You'll have to delve deep into your hard drive's dungeons to create the list of items the goddess has bestowed upon you to create. All the dungeons are randomly generated from the files that you select on your hard drive, with bigger files creating bigger dungeons, and different file types designating different kinds of loot you can find. Items, craftables, and monsters all have generated names with randomly selected comedic, and occasionally relatively offensive, adjectives attached. Even the requirements to make the crafted items are random! Who cares if any of this makes sense?!
At least there's some fun to be had as he traverses the dungeons generated from your old high-school reports and questionable images.
Wait a second, did I just say old high-school reports?! They have value now?
You sure bet!
You'll have to delve deep into your hard drive's dungeons to create the list of items the goddess has bestowed upon you to create. All the dungeons are randomly generated from the files that you select on your hard drive, with bigger files creating bigger dungeons, and different file types designating different kinds of loot you can find. Items, craftables, and monsters all have generated names with randomly selected comedic, and occasionally relatively offensive, adjectives attached. Even the requirements to make the crafted items are random! Who cares if any of this makes sense?!
Features
- Randomly generated dungeons based on your files
- Randomly generated items
- BOSS FIGHTS
- A cringe worthy story
- A not really fresh take on the genre
- Randomly generated quests
- Being able to play with one hand with a beer in the other
- an excessive amount of color!
- Randomly generated crafting recipes?
- A not try-hard personality
Spoiler Alert Ahead! You have been warned!
Storymode is a satirical homage to the Rogue genre, while being an easily accessible and ironic experience. Within minutes you can already be collecting tons of loot, exploring your hard drive, taking on quests, and dying. The game features practically no story, and it's crafting experience is no more than a glorified fetch quest. That said, there's still plenty to sink tons of time into, as it's a lightweight experience that's great for playing during a coffeebreak.MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: Intel i3-2350mMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.2 compatible graphics card
- Storage: 250 MB available space
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