Weekly Recap #26

This was a good week! We’re moving right along for the next update, which will be massive. Over the last week we’ve been focusing on implementing NPCs – finally. Anyone that has been following Crea since our Kickstarter knows that things are constantly evolving and sometimes changing completely. Well, NPCs are no exception to this and we’ve completely redesigned how they work.

In the past, gaining access to new NPCs would involve triggering an event in the world. Once available, managing NPCs would be done through a complex system. After a great deal of redesigning Aaron and I came up with something fresh and simple.

Occasionally players will find a scarce material known as Remna Core. Using this, special NPC outfits can be crafted and once an outfit is placed onto a mannequin, it comes to life.

animate_mannequin

For this next update we are introducing the four NPCs: Merchant, Scavenger, Researcher and Healer.

npc_lineup

Merchant – As you would expect, this NPC buys and sells goods. The merchant has a regular supply of wares that are replenished everyday as well as daily specials.

shop

Shop UI (prices not final)

Scavenger – Don’t leave items laying around for too long! The scavenger will pick up and sell any items left dropped on the ground after a day. Keep in mind though that he must throw out the old to make room for the new.

Researcher – Occasionally players will find recipe scrolls, which hold the secrets to crafting unique items. However, they must be translated by the researcher and he does not work for free!

Healer – Well, she heals you. We’re also considering having her provide a buff or something along those lines.

We have at least a few more NPCs planned: Grafter, Cartographer, and Dungeoneer. We’ll be introducing them over the next several updates.

The NPCs wont move around but you can choose where to place them and if you ever want to move them then just punch them a few times! (Use the collect skill). Do not try this at home, kids.

Take that and that and THIS!

Take that and that and THIS!

I’m really happy to have NPCs finally in Crea. We are now moving onto adding new equipment. Fortunately this should be fairly quick and we’ll swiftly move onto adding some new monsters in. Next week is Christmas so we will be busy spending time with family but I’ll try to sneak in as much development as I can!

Humble Winter Sale

Crea has launched onto the Humble Store and we’re participating in their Winter Sale. This means that Crea is on sale for the first time ever! Most likely Crea wont be going on sale again for awhile.

One thing that needs mentioning is that we are currently only 2-3 weeks away from a major update. This update will be dramatically improving the game across the board. We are adding in the first boss, NPCs, animals, new monsters, a new biome, more items and equipment, and even more. Additionally, a character and world wipe will be required. Sorry about this, but with so many changes it was necessary. Please keep this in mind!

Weekly Recap #25

After a massive amount of work, the first boss for Crea is just about done. I am really happy with how she turned out. I will do my best to keep spoilers to a minimum but this post will contain some boss spoilers.

This boss, is essentially a few monsters and a new biome all in one. Now that she is finished the code weighs in at 700 lines just for her. With everything related to the boss fight, I’d say it is more like 1000-1200 lines. To put this in perspective, the entire game is roughly 50k lines of code. This means that the boss is roughly 1/50th of the game code thus far. Crazy!

The fight plays out more like a Zelda boss fight. It is more than seeing how fast you can deal damage. Also, since the fight is in another realm we were able to make it so you cannot run away once the battle commences and if you die then you have to start over. In other words, we mean business!

Without further adieu, here are some screens!

Spoiler Inside SelectShow

Now that the boss is done, I am moving onto NPCs! I’m really looking forward to finally getting some in since I know they’ll add much to the game. I’ll go into much more detail about them soon.

Weekly Recap #24

I hope everyone had a good Thanksgiving – Kelley and I did. Got a few things to update you guys on. :)

12doi_logo

First of all, tomorrow Kelley and I will be joining the 12 Days of Indie livestream event that is going on to support Toys for Tots. You can check out the livestream here. We will be on between 3-5PM PST. I’ll be sure to post it on twitter and facebook at that time. Someone will be playing Crea and we’ll also be giving away some copies. If you can help spread the word about the event that’d be amazing!

Next up, another 100 games have been Greenlit. This moves Crea that much closer to being selected. We are now at 73% of the way to the top 100. We have slowed down immensely to 1% every few days but I’m not worried. I know it’ll happen eventually. Just got to keep pushing it and hope we get picked up by some sites or larger youtubers/streamers. In case you have not voted for Crea on Greenlight yet, you should do that now!

greenlight_73

Speaking of youtubers. On our forums, beta tester Dragoneer asked about our video policy and we decided to make a dedicated page on the topic. You can find that over here. In summary: Make videos! Do it!

As for game progress, things are moving along. I finally have Realms working smoothly with being able to move between then. I started adding in Realm options (rules). The first realm for the boss has several different rules, such as it does not loop horizontally, it is not saved to disk meaning it is regenerated every time you enter it, it also doesn’t use the conflict system or allow for mining.

With that working I moved onto putting together the boss realm. Thanks to the world generation code it was really easy to get things setup. I have a giant “stamp” that represents the entire realm and lots of rules for the different colors. Each pixel represents a tile or item. Here is what it is looking like so far. Lots of work remaining!

forgotten_shrine

The nice thing about this is that I can very easily edit the image and have it be reflected in the game without any additional work. This will make it very easy for players to put together things such as a battle arena.

Another thing we did was go back and cleanup the Imbuing Chamber some. Now it has a cool animation that represents the progress of the imbuing. Two lines grow inward and once the imbuing is finished the colored area glows. It even changes color based on the type of remna being used!

imbuing_animation

Lastly, I threw together the mannequin item today. I really like how it turned out. I managed to avoid adding any new UI but still you can do several things with it.

  • Interacting with it while holding equipment will place that equipment onto it.
  • Using “collect” and clicking on a piece of equipment on the mannequin will make the equipment drop
  • Interacting with it can swap the gear from the mannequin onto the player

That last one is awesome because it’ll make switching gear sets very easy. Want to change your gear from warrior to mage? One click!

mannequin

I have one last thing planned for mannequins that is amazing but I’ll save that for when I get to implement it. Don’t worry though, it wont be long!

This next week we are working on the first boss more. Hopefully will get close to finishing that up. We’ll see how it goes. I’m still considering when I want to release this next update. It is going to be big but I’m not sure how big. I’m kind of considering holding out for awhile longer since things have died down and then release with the first big boss, NPCs, new biome and several new monsters. It would mean a longer wait but lots of new stuff to experience for those that have played several times over.

One last thing, how do you feel about spoilers? Are screenshots of the first boss area (and maybe with first boss) too much? I may be posting those in the future unless everyone wants to experience them in game first.

Weekly Recap #23

Sorry about missing last week’s recap. I don’t know how but I did something to my neck about 10 days ago and evey since I have had a constant migraine, and did not feel up to writing a post. Fortunately I’m just mostly better now. Anyways, enough about me. Lets talk Crea!

This last week saw some nice additions. The largest is the newly introduced remna and material imbuing. As you progress through the world some events are triggered which unlock remna, which is a mysterious energy source that can be used to enhance items. This process of imbuing materials is quite simple.

imbuing

Drop remna into one slot, the material into another and you’re off! The two sources move inwards to the center and once they reach it the two items are converted into a higher quality material. For example, lumber embued with remna creates refined lumber.

Any remna element type can be used for item imbuing – elements come into play in another upcoming system, Grafting. However, imbuing does take a minute so if you have a lot of materials to enhance, it might be worthwhile to get a few chambers up and running. Think laundromat! (chambers are not coin-operated)

The other major change I made was limiting the recipes you can research based off of your craft level. After watching some lets plays and listening feedback from other players I realized that this was the final issue with researching. Everyone would get 30 pieces of lumber, sit down at their research desk and research until they’ve exhausted either all their lumber or recipes. They’d be learning parts of recipes they’d not finish for hours.

Now instead you’ll learn what you need to know and what you’ll actually be able to make and save your resources for building and exploring. If there are remaining recipes to discover for an item then the category will have a red ‘!’ over it and the tooltip will mention requiring a higher craft level.

research_level

Research UI with a few enhancements

This does mean that your craft level is much more important now. The craft level of items are also much more important now. So I am working on finding the right balance and pace for its progression. I’d prefer to avoid grinding but also keep players learning recipes for items they’ll be needing soon. I’m sure this is something I’ll be fine tuning even after release.

Lastly, what I’ve been working on the last two days and what I’m continuing to work on is more Realms support since this next big update will see the introduction of a new Realm. This means I have to move things from theoretically to actuality. My two big milestones I’ve passed thus far is being able to travel from one realm to another (hacked together) and adding in a modified terraform generator to be able to easily generate realms. There is still lots to do around realms but fortunately this update is a nice halfway point.

One other thing I’ve been thinking about that I’d love some feeback on is my release cycle. I’m having trouble deciding the frequency that I should release updates. I can see merits in both a shorter term release cycle (1-2~ weeks) and longer term (4-6~ weeks).

Shorter term means faster feedback but potential for fatigue where existing players don’t have time to play the game again every week. Longer term means longer turn around time but more time to look forward to the update and many more changes in an update. One thing to mention is that releasing an update is usually about half a day of work for me. Sadly it is not instantaneous.

Thanks for reading and let me know what you think! Until next time.

Weekly Recap #22

This is a little late but it’ll have to do. Yesterday and today I became consumed with a fun feature I will be showing off tomorrow. Now that it is done I wanted to give a brief update of what has been going on this last week and what is coming up.

Most of this last week was spent fixing bugs and working on multiplayer, as well as a few features. Multiplayer is finally coming along. The largest victory with it so far is that I managed to reduce the horrible lag considerably. It still needs work but it is much more playable from my limited testing. There are still several crashes I have yet to track down, as well as a few oddities that occur when the connection experiences a hiccup.

Standalone server running with client in background

Standalone server running with client in background

I finally spent some time working on the standalone server and that is in pretty good shape already. It is working on all platforms and has some basic commands available. The best feature about it is that it is mod friendly – I made it easy to add new commands to it. There is still more I’d like to add but my initial goal was to get the basic server working for now.

Some of the code for the standalone server

Some of the code for the standalone server

Another cool feature I got in was the ability to provide a world seed during world creation. If you provide the same seed and select the same world size then it’ll create the same world (with a few small differences). Starting with the next version you will be able to find the world seed by opening worlds/world_name/seed.

World generation now with seed option

World generation now with seed option

Yet another 40 games were greenlit today which gave Crea a little bump. We are now 55% of the way to the top 100 Greenlight games. Not too bad, but we’ll need more exposure if we want to be greenlit in the near future. I’m continuing to reach out to people who can provide some more publicity for Crea.

As for this next week, I am getting tired of fixing bugs and working on multiplayer. I know I need to finish multiplayer, but I’m getting to the point where it’d be much more productive if I took a break from it and worked on some new content or fun features for the next big release. I will persevere a little longer and try to get multiplayer to a state worthy of another update in the next few days.

Don’t forget that I have something awesome I’ll be showing off tomorrow. Be sure to stop by!

Crea Release v0.6.3

A new version of Crea is now live on the Humble Store! This is mostly bug fixes with some feedback incorporated. Next build will be focused around multiplayer support (stability).

version 0.6.3
Features:
- Reenabled underground water and lava (accidently disabled)
- Add settings to main menu

Other:
- Added light source to fire spell
- Ensure UI dialogs are on screen when resolution changes
- Text fields in character and world creation are now autofocused

Bug Fixes:
- Resolved issue with changing to fullscreen
- Resolved issue with some UI dialogs not being initialized properly
- Resolved issue where active item was not correctly deactivated when toolbar changed
- Resolved issue where active items on toolbar would not be unequipped properly
- Resolved issue where a skill could be used with right click when grabbed
- Resolved issue where item delay could be set to 0 causing oddities with animation
- Corrected typo with Enchantment Robe requiring service “Workspace” instead of “Workstation”
- Resolved issues with slop physics resulting in unexpected behavoir
- Resolved some issues with UI not functioning properly with resolution change and alt+tab

Weekly Recap #21

So much going on, it is hard to keep up with it all! Last week we rolled out so much new stuff: website, two videos and a Greenlight page. Since the launch I’ve been fixing bugs and trying to gain publicity for our game. I also went on an excursion this weekend to the in-laws and day of the devs in SF.

Our Greenlight page is going pretty good so far. We are at 42% to the top 100 games – not too bad for one week. However, things are slowing down now that we are no longer on the first page. If you have not voted for us yet, then please vote now. If you have voted, first of all, thank you! Secondly, there are lots of ways to continue to help support us.

  1. Put the word out wherever you can, especially in communities that you frequent. I try to post in some forums, but promoting Crea is always better when it comes from fans than from me.
  2. Mention us to youtubers, livestreamers and news sites. I can provide a press copy to anyone willing to cover Crea. You can direct them to here - http://playcrea.com/press/
  3. Help create a positive environment on our Greenlight page. Right now there are lots of people shouting that Crea is a Terraria clone. I would appreciate it if people would discuss Crea on it’s own terms rather than whether it is or isn’t a clone of something else. It would help a lot if Crea fans post constructive comments, questions, and feedback.

Crea has started to get publicity. At the top of the list is John and Landon of Bigsushi.

bigsushi_logo

These guys host a podcast where they talk with indie devs about their projects. Yesterday they released an episode where they interviewed Kelley and I. We had a great time talking to them and it turned out to be an entertaining episode that I think all Crea fans would enjoy. If you enjoy it, be sure to check out some of their other episodes.

Gullofdoom put together a very funny video of himself playing Crea. We really got a kick out of it.

There are several other videos I’d love to share but I have much more to cover in this update. If you want to see more, follow @SiegeGames. If you do make any videos or posts about Crea, be sure to mention @SiegeGames.

With so much to keep track of, the only time I really get outside is when I go for a bike ride. I normally only go somewhere between 15-20 miles; however, I have done longer distances a few times but I am generally used to riding on flat ground.

This weekend I wanted to go on a ride with my father-in-law, who is a serious cyclist. I was feeling reasonably confident I could keep up and at the beginning of the ride I even said “we can go faster.” I spoke too soon though. After a slight dip we began to climb what seemed like forever. My young heart was about to give and my lungs cried out. It was obvious that some demon had constructed this hill purely for its amusement. As soon as it flattened out I bailed and flopped about for 10 minutes trying not to hurl. Alas, I am but a mere indie dev.

hurl

After I recovered and we began our descent to a more friendly route a group of 50 chattering carefree cyclist passed us going up the slight incline. I only managed to do 15 miles – half of what I wanted to do. Next time though, I will conquer the demonic hill.

Kelley and I had some other fun this weekend down in San Francisco at Day of the Devs, which was hosted by DoubleFine. After waiting in line for 45 minutes we got in and quickly discovered that this event was more of a club – so dark you could hardly see and so loud you could barely hear. Being introverted game developers, this was not exactly our scene. We were hoping for more of a chill environment where we could meet other developers and chat. Still, it is great that the event was put on and I commend all of those involved.

We are back home now and focused on working. A new build is coming very soon (tomorrow?) with lots of bug fixes. I will be working on refining multiplayer more now that things have calmed down and I have more time to invest into it. Some really great stuff is coming up in Crea’s development. I’m really looking forward to it!