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Ahoy mateys, Weve been at sea looking deeply into the horizon for the last couple of months, so my/our apologies for the return to quiet. Our ship was becalmed as we awaited certain confirmations of our upcoming trajectory, and unfortunately it looks like the wind will no longer be blowing behind our sails. Dropping the nautical jargon for clarity, the last few months weve been going through bankruptcy procedures in France. This started when communication broke down between us and our publisher, leading to payments not continuing. Alas, with our publisher not continuing funding and no other sources of continued funding to finalize the game, the French government has elected to shut down the studio effective immediately. (Like at the end of the work day today we cannot legally continue working.) This is an eventuality we had become worried about as we crossed into June, but honestly it wasnt until the last few weeks that it went from an unlikely maybe to an inevitable situation. Weve tried to remain positive, continuing to work on the game, but due to the legal specifics of this case, we were put back in a closed bottle and unable to talk about the situation. Ultimately, we appear to be another casualty of the current downturn in the video game industry. So with that, we are deeply saddened to announce the end of our time working on the development of Orphan Age, and that Studio Black Flag will no longer be sailing as of the end of this month. Before continuing, a brief FAQ to answer what I anticipate will be the most common questions asked:
Ahoy mateys!
Another month has come to an end and here we are a touch late on our news post plans. Fortunately, the team closed up the studio for a nice week off to rest and recharge, but unfortunately that threw the news post schedule a bit off balance. But were back, this month talking to Lucien Baldacchino, Captain and lead programmer, about both his work on Orphan Age, as well as whats under the hood of the game:
What is your role and what do you do at Studio Black Flag on Orphan Age?
Im the lead programmer, which means I do programming, but also manage all of the programming work that is to be done by the team. This involves splitting the work among the programming team, keeping track of progress, estimating time, and discussing with the designers the cost of implementing featurescost being in time and risk, not money.
Whats under Orphan Ages hood? What engine and tech are we working with?
Were working with Unity. We were on the 2021 version, but recently upgraded to 2023, which wasnt an easy process; changing the major version of the engine while a project is ongoing is never an easy task. On top of that, theres is some sort of homebrewed engine within an engine, called OrphanEngine, and it manages all of the dataflow and does a lot of heavy lifting regarding asset and resource management. It makes making the game easier, and simplifies dev work. Were not exactly making the game itself in Unity, but rather a suite of tools that are then used to make Orphan Age. Most of whats visible and possible to do in the game hasnt been programmed, but implemented using those tools: actions, interactables, quests, dialogues, etc.
From a technical standpoint, what do you find most interesting about working on the game?
Everything mentioned previously, that most of the work is oriented towards programming and supporting tools. The making of the game from them is then, in theory, just playing around with boxes and dropdown menus to visually program what we want the game to do. Its extremely interesting to work this way, because it means that the game code itself has very little knowledge of the game itself, which makes it extremely scalable, and flexible.
Can you clarify what you mean by the code having little knowledge of the game itself?
There's no specific element of the game present in the game code. For example, the "dismantle" action doesn't exist anywhere but in the game data. It's the same code for all actions, and all actions are exactly the same, as far as the codebase is concerned. It's the same for orphans, for interactable objects, for quests etc. Without data the game is like a "blank slate," and putting in data is akin to a game or level editor. Skyrim's creation kit is what'd be closest to the kind of thing we have.
Where have you found the most difficulty, whether that be implementing features, using certain tools, processes, or whatever else?
The game went through a lot of iterations over the three and a bit years Ive worked on it. Most of the difficulty isnt to add new features, but removing them when they arent needed anymore. Other than that, nothing is ever easy, and everything comes with risks and added bugs and stuff that we need to come back to and patch.
But I dont recall anything in particular being the most difficult. Maybe the character animations? Theyre always very fiddly.
Can you give an overview of what it looks like to take one of our features from concept to implemented? What does that entail for you and our developers?
A game designer first comes up with a concept for a feature and produces a design document. Its then discussed with the production team and myself as the lead programmer to fit it into the production plan; looking at how long will it take, what impact can it have on the game, etc. And the concept is refined from there until it is ready enough to be put in the game. Theres a tech review next from a programmer (most often, me again), that will look at the finished documents and try to point out potential areas of friction and difficulties, etc. Once everything is ready, and validated by everyone, it can be put in the game.
Generally, a single dev is responsible for doing a whole feature. Depending on the size, the work can be split up, but its usually just one. Implementing a feature is usually split into two parts: the making of a framework (adding code needed for the feature to work, but nothing more), which results in the feature being implemented, but not actually visible or available in game. This usually means for the dev to produce a tool, or prepare some data structure, and the integration part which is filling the feature framework in the tool with the relevant data. This is usually done by the designer.
Of course, no two features are alike, and each is often its own special case. Afterwards, a new feature always introduces new bugs that are kept as surprises for later. When they surface, the dev that handled the feature will fix them.
And finally, whats your favorite feature or aspect of the development process of Orphan Age?
Most of what I prefer to have worked on and take the most pride in seeing work are all of the invisible parts of the game. For example, downloading and automatic formatting of game data from google sheets, the entities framework that allows for referencing every functional object in the game or a node editor tool I made from scratch be able to make all our other node based tools with as little boilerplate code as possible. Things of that nature are always the most satisfying.
And there you have it!
For April Im looking at putting out the aforementioned high-level look at our systems, or the highly requested dive into our expedition system and how leaving the base will work. Currently Im writing them both, but theres a few factors Ill need to confirm before being sure which oneor bothwill go out.
As always, if you have any questions, thoughts, comments, you can find us in the comments, on our Discord, or across whatever is left of the collapsing world of social media.
Ahoy mateys!
The last month or so has been a whirlwind of activity, with the sails raised full so we could hit our latest target deadlines. Overall, things are looking great and were getting so much closer to truly opening up the ship for a full inspection. You can read more about those tentative plans in the mini news post from earlier this month.
Now, that brings us to the first item from that list, so without further ado here is my interview with Jen Vaughn, Captain and senior game designer on Orphan Age:
For those who may not know you, when thinking of the narrative/gameplay plans for the project, what was it that drew you to wanting to work on Orphan Age?
Honestly, I saw it as a challenge. A simulation game where the player also cares about the characters, aside from popular SIMs games where you create a vanity character that is you. RPGs and visual novel games, those narratives are crafted to make you fall in love with (or hate!) certain characters and I saw this genre as a new challenge for me.
Plus, so much media about dystopian times follows the major political or military or future important characters; focusing on the every person affected by a crumbling society and how they live their life is much more interesting. If perhaps a bit too germane, as we watch in real time many of the worlds leaders and billionaires buy remote homes in climate crisis-resistant locations.
While not uncommon in most genres of games, kids arent seen as often as the main characters in a survival sim game. What advantages or disadvantages do you feel there are in utilizing them as both the heroes and narrative focus in our story?
In Orphan Age, the kids grew up without a lot of resources and the idea of fun is new to them. Narratively and in game play they must relearn how to be kids, in addition to keeping up with their chores that keep them alive. This is one of the strongest points of the game, to help the kids reclaim a moment of pure, unabashed joy.
Kids are fantastic as heroes because their goals and wishes are not always logical and can change at the drop of a hat. They are also challenging - I would never say its a disadvantage! - because they might not have the same skill levels as an adult but we fudge it a bit with it being the future and these kids grew up hard. Also, if there are no adults in the game to compare skill sets to, who is to say we are wrong?
Forged by the fire, sharpened by society - we were all kids once and the melancholy flavor of the game is a real connection point for those of us, myself included, who experienced fractured or lost childhoods.
What can you tell everyone about our band of intrepid orphans? You know, without major spoilers
These kids are cute as shit. Thats all I can say.
Heh, but really the original character designs Laura Bisson made helped maintain the cuteness factor even through art direction changes. Maureen was the only character in the game when I first joined the team in 2022 so it was a joy to collaborate with Laura on the rest of the characters (hopefully they will all be in the game eventually).
The kids are spunky, full of heart but not untouched by trauma. Each orphan will have their personal quest where the player can explore more of the worlds lore and the characters personality all with a uniquely terrifying backdrop. The player can choose to help all the kids fulfill their (somewhat reasonable) dreams, help just one or two, or plow forward with only the group quest.
In the world of Orphan Age, what trials do these kids have to go through?
These kids are going through all of the trials essentially. From struggling to find food and water, to maintaining their mental health. As any simulation player knows, the basics of living are how you keep pushing the game forward but its using characters special traits that can unfold more narrative highs and lows.
Since the kids are technically wanted for [REDACTED AT THIS TIME], they can only go out at night which presents its own type of trial. As animals, were all scared of the dark in some aspect because we believe were masters of our own stories, the pilots of these bone and flesh mechs called bodies. So were working to capture some of that fear when the kids go out to explore by night.
What do you hope players get out of taking on the roles of our Orphans?
First and foremost, I hope they have a damn good time. But almost tied with that, I want to instill hope and the need to be a part of the change in the real world in the players.
Some people have given into the idea of a world collapse, that its easier to see themselves living out a Mad Max-style future than be a part of the change. Its a way to absolve their own guilt and inaction. And please dont think me ill-informed, of course, I know most of the pollution is made by major corporations. But there is collective action and there is individual action that can help.
In parts of the Global South and many countries with indigenous populations, theyre already making small gains against climate change by adapting and also having lifestyles less intertwined with single-use plastics and food waste. So this optimism and flexibility can be applied to supposed first-world nations and their economies of over-abundance.
Not to even mention the political leaders who create laws while not keeping in touch with what the average person goes through. Rent is too high, food costs too much - Im not saying playing Orphan Age will create a wave of people crying Eat the Rich but it is definitely sewn into the fabric of the game.
Theres also the hope - this may sound silly but its a big goal - that by playing Orphan Age will help spark compassion in the players they might not have had before. And not the kind of compassion that ends at the main menu when they exit the game. Unfortunately, were living in a world with multiple wars and ongoing exterminations of people, the Congo, Ukraine, Palestine/Gaza to name a few. While a war is not the background of the game, we cannot create and develop within a void, so were obviously working on a plan for some charity streams and some other real-world work.
No game made with children as the heroes in dark times will be without flaws, its impossible to get something with such a delicate matter 100% right but we hope were able to inspire courage in those who felt nothing before. For players to enjoy the story of Orphan Age but prevent it from happening for future generations.
And that covers this months updates. No Around the Studio this time, as weve spent most of February fairly head down on hitting our latest milestone goal. In fact, as I finish writing this the rest of the team is deep into our build week as we prepare to send our latest milestone build onto our publisher.
With that, I bid you all adieu until next month! Well be back with another interview, and if my schedule allows for it, a second news post sharing a high-level look at our game systems for Orphan Ageno promises on both, but I really want to get both out in March. If theres any topics youd like to see discussed in a future news post, please let me know in the comments or join our Discord and chat with us about it there!
Hi all! This update is going to be fairly short and simple, and also a bit more personal news-oriented. I (Josh the CM) had planned to get a news post out in the last week of January or first week of February, but due to a series of health concerns at home I have spent much of late January into the last week taking time off. Things are fine now and thankfully I work for a wonderful, understanding company and was able to take the necessary time off. That being said, were now a bit behind on our planned news and update cycle. As such, Im here to provide a planned news post roadmap leading into our tentative late summer 2024 launch for Early Access. The tentative launch window and this roadmap are subject to change, but hopefully it gives you all something to look forward to and maybe discuss. If you have any questions, suggestions for upcoming updates, or want to chat Orphan Age, you can find me and Studio Black Flag in the comments, Steam forums, and on our Discord.
Ahoy mateys!
Here we are fast approaching the end of 2023. The last few months of development have seen some high and low points, as well as illnesses popping up throughout the officepart of why there was no November update, sorry. As for this update, were deviating from the original planned topic, which should come as no surprise. Instead, wed like to offer an update on development, how this year shaped up, and to offer some loose plans for 2024.
To start with the lows, in early November we had our latest milestone build rejected by our publisher. These things can happen in development, but it was the first time this had happened in a year and it was honestly a bit of a blow. The short reasoning being that they felt the experience wasnt living up to the promise of Orphan Age, and that it simply wasnt an overall enjoyable experience. Definitely a real kick, but it also led us to reevaluate and as a team to take a deeper look at our cohesive narrative and gameplay experience.
Going back to the drawing board led us to completely overhaul how our maps are built and laid out, we revamped the entire expedition systempreviously it all happened off camera with an orphan disappearing for a chunk of time, but now its entirely playablewe changed how the narrative is fed to the players, and honestly Id have to write up a full patch notes to even explain all of the changes, which for a game few have seen in its last form would be a bit incoherent. Suffice to say, its gooooood and were happy with this shift.
A look at our latest starting map iteration
In addition, weve hired an external studio to help revise Orphan Ages art assets, in particular focusing on the UI & UX experience. Our plan is that well share what this looks like early in 2024, as well as sharing who were working with. (Theyre an awesome team and deserve some attention as well.)
Now, rounding out the game news is an answer to the question we have no doubt well be asked: When is Orphan Age releasing? Right now we dont have the exact info, but I can say that internally we have a window defined that were aiming for and we feel fairly confident about it. Theres still some matters to finalize both with internal plans as well as plans with our partners, but our 100% intent is to release Orphan Age in Early Access in 2024.
There you go, all the Orphan Age news thats there to be read. If youve made it this far, I thought wed do something to celebrate the end of 2023 and our current stage of development. Here are a few members of our team sharing what they like about Orphan Age, and their thoughts on the project as we move into 2024:
Ahoy mateys!
The last few weeks have been busy around the studio, so this posting will include some studio updates and a chat with Adrien Forestier, captain, founder, and game director about last months most talked about topic: the Orphan Age art style update. We saw the replies across Kickstarter, Steam, and social media wondering why there was a stark difference between the demo and the game as it looks now, and wed like to take you through the decisions that led to these changes and share news of how the art style is continuing to evolve.
How would you describe the art style for Orphan Age when it was shown off during the Kickstarter and the Steam demo?
It was supposed to be semi-realistic low-tech cyberpunk. Since I was making most of the art and Im not an artist, it was very inconsistent and ugly for a big part. Most of it was made of assets bought here and there where I tried to adjust the texture so they could match together. Since I couldnt paint properly, most textures would look vaguely realistic.
The interface was pretty futuristic but was also super inconsistent in style with grunge, LCD, hand painted, and holographic elements.
What I liked though was the lighting which was very hazy and neon lit. (It was able to hide a lot of the ugliness of the game. Ha ha.) There was a downside though, we didnt have a day/night cycle and the game was in a perpetual night which caused issues with there being no feeling of time.
How would you describe the current art style?
The version weve been working with is still semi-realistic but this time with hand painted textures. This helps a lot with readability since we have more control over the contrasts of the 3D objects on screen. We want to keep this dark vibe in the world.
With the previous art style, we found there was a lack of details visible, as seen in this scene:
Alternatively, this had been our goal for Orphan Ages final look:
In the most recent concept, we can see that there is enough contrast for the space to be readable despite the lack of light. Everything is destroyed but its not noisy. There is a bit of environmental storytelling (chains were used to rip the door behind the counter and something was dragged from here).
The hand painted style of the textures brings two big advantages here:
First, almost nothing is shinylow specularity of the 3D materialsthis gives us more control on the contrast and ties everything together. Second, the (almost) absence of normal maps/bumps on the different materials reduces the noise that would come with the level of detail we would get with a more realistic style. In less technical terms, the textures are less detailed and the volumes are easier to understand.
Before, the game was hard to read, textures were too detailed, and it would put a strain on the eyes after a long play session.
While the 3D of Orphan Age stays pretty dark, its not the case anymore with the interface which is more in line with the fact that the protagonists are kids. Our goal is simple: the 3D world is the world seen with an adult gaze, but the UI is seen from a childlike point of view. This allows us to convey more emotions like what our characters are feeling right now. That being said, the current interface is too bright and colorful, overly contrasting with the 3D world.
On the subject of the UIs brightness, the above concept art is not the final version then?
No, its not, as we had been discussing internally finding external support for revising our UI design and the visual tone of the game. Weve entered an exploration phase with an external development studio who are working on concept art for what Orphan Age can look like, maintaining our desire for the scenes to be dark, but readable, but the UI to not feel contrasting to the overall experience.
Their own feedback included thoughts on the UI being too bright, noting that we may have overcorrected from the far too dark original visuals. As we are still very early in the process with them, we have nothing to share, but once we have the concept art in place well begin sharing with the community for your thoughts and feedback.
What was the decision that originally led to changing the art style?
What were working towards now was always the art style that we envisioned, but we didnt have the skills to achieve it. Im not a fan of realistic games. I personally think that they tend to age very badly where non-realistic games can stay beautiful for a longer period.
Do you have any final thoughts on our plans for the art style?
Most of the interface that has been shown in the screenshots is a work in progress that does not represent our aim for the final, definitive look and feel of the UI. I completely understand the feeling of a downgrade when you look at a screenshot with a WIP UI and lighting.
That being said, we think that with the 3D, the music, and the stories in the game, Orphan Age is quite bleak. Its still about kids fighting to survive in a dangerous future, there are many ways to lose and only a few chances to make it to a safe place.
We feel that working with an external studio will allow us to continue to have the childlike UI that should create an interesting contrast between the reality of the world the children live in and how they feel through it. Something to consider is that whatever the living conditions, kids will be kids. Its something that has been very well documented from the street urchins of Victorian England to the footballers of the favelas. In this regard, one of our core inspirations is the beautiful photo Bath Time in Gaza by Emad Nassar.
Our goal remains as it was, to create a beautiful and dark story, but one containing a strong current of hope throughout. As we develop this, we appreciate the feedback the community across all platforms provides. The response on the art style aligned with the feedback we had been receiving in our search for an external art contractor, which showed we were on the right path. But even when the feedback doesnt align with our own thoughts, we still need it because it will help us continue to keep our ship afloat as we sail to our destination.
Until next time, please keep your thoughts and feedback coming our way.
_________________________________
One final thought on the art: We will be updating the Steam store page as soon as we have sufficient art to do so. Taking down the demo last month was step one in painting a more accurate picture of what Orphan Age is, while our next step will be a partial revamp of the Steam store page.
Ahoy mateys!
First off, thank you for all of your comments regarding last months publisher announcement and the first look at what Orphan Age currently looks like. As for the latter, we know the overall look probably feels very different with the brief glance provided, but it is our strongest belief that the changes bring the game more in-line with what was envisioned years ago, but now we have people talented enough to bring it to life. But of course, please keep in mind that a lot of what you will see these coming months is work in progress so things will shift and change.
Speaking of shifting and changing, lets start this off with what some might see as a bit of bad news: tomorrow well be removing the Orphan Age demo from Steam. Simply put, its too old to be a fair representation of what the game will look like at launch. That being said, anyone who wants to keep playing it needs only to keep it installed on their PC as it wont be updated, but should continue working. Our plan is to bring a brand new demo to Steam, but thatll be closer to launch once we can make a more polished slice of the game.
On the good news front, we have hit another milestone with our publisher and received very positive feedback on our direction and progress. For a brief explanation, last month I discussed how we previously ended up stripping Orphan Age back down to the basics. Since then weve been rebuilding it stronger, slowly implementing our planned systems and designs. With my next update Ill begin sharing a bit more of these systems.
For now, Ill leave you all with some images from our latest build:
Oh, one more thing!
Weve seen a bunch of questions on Steam, Discord, and Kickstarter asking a variation of will I have to re-buy the game to play it at launch? And no, absolutely not, categorically no. If you backed our Kickstarter or purchased the game during our brief post-campaign period, then you own it and will be able to play at launch.
If there are any other questions, please drop them in this thread and Ill do what I can to answer them.
Hey all! Before we go any further, there are real answers in this post and not my standard well tell you more when we can or I promise were still working on this that youve grown to expect. Just give me a moment of preamble first. Simply put, its been a bit and every one is understandably frustrated about the situation. Id say no one is more frustrated than our team, but honestly, weve known whats going on while youve all been in the dark. It was a situation that unfortunately we couldnt help. We are now thankfully finally in a position to let you in on what has been happening to Orphan Age the last couple of years, encompassing most of the post-Kickstarter period. Also, Ill be writing out what I can, but there will also be an FAQ at the bottom of this post and Ill be doing my best to answer any questions I can in this thread. Please note for questions, and across the forums as a whole that any hate speech or threats to myself or the dev team, even in jest, will be met with an immediate ban. We may have been too quiet with you all, but that doesnt give permission to threaten anyone. Diving into it, there were two major factors that led to the massive delay in the timeline and even the shutdown in communication: After our successful Kickstarter campaign, while attending gamescom, our founders Adrien and Maxime had an awakening. The attention garnered by the campaign far surpassed expectations, and with that came sky-high anticipation. Their vision for Orphan Age had to evolve beyond a "simple indie game." This led to expanding our team and securing a larger budget than originally planned. Simultaneously, publishers and potential funders came knocking. This was a wonderful development, but figuring out funding options, building a team, and the lack of comms experience of those already on the project led to the beginning of the communication breakdown with their burgeoning community. Then in the process of finalizing contracts with a publishera great moment for Studio Black Flag because it assured that the studio would have the money to support the creative, inspiring developers they neededthey realized that Orphan Age as it stood wasnt going to live up to the Kickstarter hype, nor was it living up to their own internal expectations. So, for the second time in the projects history they scrapped pretty much everything and went back to the beginning, and so began the biggest reason for the studio not hitting the originally announced plans for a launch date, whether Early Access or full. This of course doesnt explain the lack of notice, because as Im sure you all are asking, OK, so the team sucked at comms stuff, but how hard would it have been to drop a simple we messed up on our timeline and need more time, and also were signing a contract with a publisher to make the game we want and you want? And you know what, yall would be right in asking that, but the complexities of running a studio, building a team, and realizing that they needed to start over took its toll on the team. There was also a belief that well, this overhaul wont take that long, so whats another month, and yeah, one month turned to two and then to a year, and so on. Again, we messed up on comms, and were sorry, truly. Enter my hiring as the community manager this project long needed. Our contracts were fully finalized with a publisheryes, Orphan Age does have a publisherand we could begin putting stuff together to plan the announcements of everything the team needed to tell people. Except, we werent hitting our milestones the way we needed. Our crew wasnt organized how wed have liked and our build process wasnt smooth. Along with our publisher we made a decision to delay our plans for Orphan Age out of 2022 entirely. It was a painful moment, especially for our new hires like myself, BUT we took a few months to overhaul everything at the studio, from structure to tools to how everything was conducted internally. And now, a few months into 2023 I can confirm that our ship has been sailing unhindered for months and hitting every milestone. So, what's next? We're tired of the darkness, tired of the silence. Were unhappy that we left our community and backers feeling betrayed, and we want to do what we can to try to begin earning back yalls trust. Among those initiatives we have the following plans:
The long-awaited moment has arrived! Orphan Age finally gets an update!!! Before listing the changes, let me tell you why did we had to wait so long for this update. At the end of 2019 we did several long playtest series to understand how to improve the game. When we made a list of everything that needed to be done, we realized that it would take us ten years to get a proper version of the game. Unless we expand the crew... In 2020, we went looking for funding to bring more people to the project. It took us a while because of a pandemic but the team is almost complete and there are about ten of us working on Orphan Age. As soon as the team is assembled, we'll be happy to introduce you to the new pirates! Anyway, when the new programmers arrived it became clear that we had to rethink the architecture of the project. On top of that the designers wanted to add more RPG components to the game. So, we set out to completely reboot Orphan Age. Which brings us to this first update, which is only the first of many and will allow us to check the stability of the new game foundations. In practice, the game is pretty much the same as before in this patch, but there are some nice surprises in store for June. Most of the changes are made to the back end so their hard to notice. That being said, this patch is the first of a series that should completely change the game this summer. Let's go through the patch note:
Let's go for the biggest update Orphan Age has ever known! Buckle up, it's going to be a long trip!
First of all, the Black Flag's crew has grown and we are no longer a two men team! We are super glad to welcome Daniel, Florent, Martin, Laura and Harry on board. Thanks to them, we were able to add a lot of new things to Orphan Age and speed up our development process!
Thanks also to Francisc who organized long test sessions to allow us to improve the interface of Orphan Age!
So, let's go for the patch note:
New features:
Ahoy, everyone! The latest alpha update is live and brings a lot of bug fixes and optimization, so the game should run way better now! Heres the list of the bug fixes:
Hello everyone! Last time, we announced that the studio had decided to recruit other talents to speed up the production of the game... Good news: the team is now complete! We'll introduce you to the new crew members soon, but for now, we need you. In order to improve your gaming experience, we will need as many Orphan Age players as possible to fill out this form : https://docs.google.com/forms/d/e/1FAIpQLSfRr2T3BSEfCHOpj9pvbji_qIOt6UHB13L2a4tFY-CLwo4UVg/viewform. If you've played the alpha or even the demo, your opinion matters to us! Also, feel free to tell us how you feel about topics that have not been mentioned in this questionnaire in the comments or on our Discord server. Thank you for your help which will be very useful to us! The Black Flag Crew
Hello, everyone! We hope you're all well!
With this confinement everyone has to deal with, our studio has not been spared either.
Indeed, everything is a bit more complicated so we're running late on our update schedule.
Besides, we feel we can't meet the expectations that have been set if there are only two of us in the team.
To correct the situation, we have therefore planned to recruit people to expand the team and speed up production. Once we have recruited everyone we need, we will introduce you to the team!
By the way, we're looking for a Unity C# Gameplay Programmer who has already worked on a game and have an appetite for system games.
- Remote work possible, full-time work as employee or freelance possible.
- Contract starting in May.
More info here : https://sites.google.com/studioblackflag.com/black-flag-is-hiring/accueil
Please send us your applications at contact@studioblackflag.com if you want to join us and work on a great project!
And don't worry, in the meantime we're working hard to fix the current bugs and we'll have good news soon!
Thank you for your understanding and your support, and rest assured that we're doing our best to make Orphan Age a great game!
Take care!
Hi everyone,
The new 20.02 update for Orphan Age is now available!
We have updated from Unity 2018 to the latest version => 2019.3.
This version allows us to upgrade the graphical engine from standard rendering to high definition render pipeline which comes with State-of-the-Art possibilities, tools and features. All the lighting and atmosphere has been remade for every scene.
So, what's new with the HD Render Pipeline ?
Better overall graphics quality.
Better lighting & accurate shadows.
More realistic effects in post processing.
Game render scalability in the long run.
Finer graphical optimizations.
A final render closer to our visual references
Better particles system and VFX
Volumetric lighting and fog
Bug fixes :
Escape menu buttons doesn't work (Main menu & Exit).
Better highlights management on furniture & buildings.
Launch expedition button doesn't work.
Sometimes orphans don't want to finish build (should be fixed...)
Better display of colliders while building furniture.
Orphans refuse to eat/wash (should be fixed...)
Can't close binding keys' window in settings.
If you want to leave us any feedback or discuss the game you can do it on Discord or on the forum!
We hope you'll like this update, and we can't wait to have your feedback!
Enjoy!
The Black Flag Crew
PS: new updates are coming soon so stay tuned!
Here is a list! New game always start on day 1 (sometimes it would start on day 15) The Hope meter now displays the accurate Hope value Building furniture no longer prevent orphens from using storage units All storage units have been fixed and can be used properly When you click on a quest, it now unfolds properly The Quest "build a Stash" has been fixed, you can now go further into the furniture tree! There is more food to loot Adding more loot variety in the city Fixed issues with loading of corrupted autosaves Visually upgrade of the enemy outpost Tooltips are acurately shown when you return from expedition Several Load/Save issues have been fixed Enemy AI has been updated (in order to prepare the next patch) Several fixes to the tutorial's interface The following patch will be pretty big. We will switch to Unity's new HD render pipeline which will not only upgrade the graphics, but will also allow us to bring more visual effects and feedback. There will also be a huge AI update with new enemies and stealth options! Please join us on Discord to share your feedback or submit bug reports! See you soon for the next update! Layar & Ouroboros
Orphan Age's biggest update ever is live! After many months of hard work, we are very happy to present this new iteration of Orphan Age. We are aware there are some issues with the game but a hotfix is coming as soon as we can!
So, what's new?
:infamy: Expeditions have been visually upgraded and revamped! It's not 100% finished, but you'll have a better idea of where we want to go. We'll next work on exploration of the buildings and adding more enemies in a near future.
:infamy: Storage remade from scratch! Two new types of storage have been added, the first one being consumables (1 time use resources) :
Raw food / ingredients
Meals : we'll work on cooking in a future update
Soap: used for hygiene
Meds: used to cure illnesses
Bandaids: Used to heal wounds
The second type is construction resources:
Junk: Broken stuff that can be deconstructed into useful resources
Scraps: basic and low quality crafting and construction stuff
Components: main ressources to build higher tier stuff, they can be crafted.
Unique: Uncraftable rare resources
Tools: consumed by crafting stations, can be crafted.
We believe this new system will offer more depth while being clearer.
:infamy: New quests: we have entirely remade our quest tool which allow us to bring more quests and ditch the previous and rather boring research system! The UI has been updated too!
:infamy: New content: we now have 17 furniture to build and 15 more are coming with the next update!
:infamy: Dozens of bugs have been squashed and a lot of polish and optimization has been done too!
Oh! Last but not least, we also have updated the website which will allow you to join he Alpha! http://orphan-age.com/
As usual please share your feedback here and the bugs and issues with the in game tool! We hope you'll love this gigantic update! :withlove:
Have fun!
Hi, this is Maxime & Adrien from Black Flag, if you are reading this, it's because a new version of Orphan Age and its demo is available! So, what's on the menu? Lots of good news!
First of all, we have started the complete redesign of the interface: the texts are larger, more spaced and more readable. We have also reorganized the information to make it easier to read. We have also improved the tutorial and the general ergonomics.
In order to enter the more pleasant controls, there is no longer any need to right-click on the objects to interact with them, a simple hover is enough!
We have started to completely redesign the quest system and we hope to be able to publish it next month! The next update will focus on HOPE. Hope represents the willingness of orphans to continue to search for their parents. Each event, each successful or failed quest will affect everyone's Hope. But if Hope falls to zero, the Orphans will abandon the orphanage and the game will be over.
Hope will put the emphasis on survival and it is the last major gameplay brick missing from Orphan Age. This means that from May onwards, we hope to focus on adding content and polish in order to consider a release later in the year!
In the middle of these important announcements, we also fixed a lot of bugs, here is a non-exhaustive list:
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