Steam Sale is over, so nows a good time to start talking about the last bits of C: aft that'll be introduced. Until the game launches out of Early access I'm going to be posting minor status updates on a weekly basis to keep you all informed. This is probably something I should have been doing from the beginning to keep myself motivated instead of developing in bursts. Anyway, thanks to all the new faces in the community and various results from testing, there's going to be a handful of fixes throughout that should make the input in menus more consistent and less buggy. I'm also still making my way through the codebase and cleaning some things up for myself for personal maintenance reasons. For anyone who follows the Github organization, they'll be happy to notice that the game's Assets are available entirely within a repository. This is important for the 2 last things I plan on adding to wrap up the game. Mod support will be added to the game. Any asset in the game can be replaced or modified. To create mods all you'll have to do is fork the assets repository on Github. This keeps the modding community agnostic from the software distribution platform, so users on itch and steam can both benefit from the mods. Anyone will be able to install mods by simply merging branches/forks with Git because the assets directory everyone will have with the install of the game is a fully checked out local instance of the repo. To make things more intuitive to the users, I am working on integrating simple git/mod management into the game itself or with a small external tool specialized for C: aft. To make mod creating simpler, the Content Manager is still being worked on. There's not a lot left to do for the basic management of content, but I will need to work a bit to add a new app into the Steam store so anyone can get the application through Steam itself or precompiled on itch. It's also available on Github for anyone to work on and contribute to. Now that the Assets folder is also on Github, which is all the application requires to get to work, that should make it even easier for people to test the app on or make mods without even needing an installation of the game. Hope you're as excited for these new tools as I am making them!
Steam Sale is over, so nows a good time to start talking about the last bits of C:\raft that'll be introduced. Until the game launches out of Early access I'm going to be posting minor status updates on a weekly basis to keep you all informed. This is probably something I should have been doing from the beginning to keep myself motivated instead of developing in bursts. Anyway, thanks to all the new faces in the community and various results from testing, there's going to be a handful of fixes throughout that should make the input in menus more consistent and less buggy. I'm also still making my way through the codebase and cleaning some things up for myself for personal maintenance reasons. For anyone who follows the Github organization, they'll be happy to notice that the game's Assets are available entirely within a repository. This is important for the 2 last things I plan on adding to wrap up the game. Mod support will be added to the game. Any asset in the game can be replaced or modified. To create mods all you'll have to do is fork the assets repository on Github. This keeps the modding community agnostic from the software distribution platform, so users on itch and steam can both benefit from the mods. Anyone will be able to install mods by simply merging branches/forks with Git because the assets directory everyone will have with the install of the game is a fully checked out local instance of the repo. To make things more intuitive to the users, I am working on integrating simple git/mod management into the game itself or with a small external tool specialized for C:\raft. To make mod creating simpler, the Content Manager is still being worked on. There's not a lot left to do for the basic management of content, but I will need to work a bit to add a new app into the Steam store so anyone can get the application through Steam itself or precompiled on itch. It's also available on Github for anyone to work on and contribute to. Now that the Assets folder is also on Github, which is all the application requires to get to work, that should make it even easier for people to test the app on or make mods without even needing an installation of the game. Hope you're as excited for these new tools as I am making them!
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]
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.- 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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