Category Archives: Development Update

Good Momentum

Typically I post updates much more often than I have recently. I’m not much of a writer to begin with and I wrote so much during the kickstarter that I think I burned myself out on it. I have also been really wanting to make some real progress on development – get some good momentum going.

I have been working nonstop since the kickstarter ended 10 days ago. I am almost done with the lighting system (the initial pass at least). Both equipment and proficiencies (leveling) are fully implemented. Now we just have to make the content!

So what is lighting looking like so far?

Sunlight with a lightsource (torch)

I’m currently finishing up the lighting. Optimizing it some and adding in colored lights. Right now I don’t have dynamic lights casting shadows. I really want shadows but they are not essential and right now I need to just focus on the core essentials.

Equipment is looking great. I want to do a future write-up all about equipment, but for now I will say that you can do nearly anything with it. This means not only will we be able to make awesome and unique equipment, but through the easy modding setup, so will everyone else! Here’s some visuals:

Programmer UI with no gear equipped

Programmer UI with chest plate equipped

Equipment dialog mockup

Right now there are no visuals to show for the proficiencies, because at this point its all logic. I will be posting the write-up on equipment soon. Be sure to subscribe to the blog to get updates when they happen.

Lately I have been doing impromptu coding livestreams. If you follow the Siege Games twitchtv account, you’ll be notified with an email whenever I start up a livestream.

Modding Video and Development Update

I forgot to post the modding video I put together the other day. It only covers some very simple modding but it really shows just how easy it is to mod Crea. I have another video planned that I will be putting together within the next few days (maybe even today!). This follow up video will have showcase some advanced modding.

Aside from putting together videos and keeping up with the Kickstarter campaign, I have been doing my best to keep pushing forward with development. Lately I have been implementing the real inventory system. Once I finish it and get some screenshots I will go over the details. I will say that it will be a lot less like Terraria and Minecraft and more like Torchlight.

Progress Overview

We have been working on Crea heads down for the last few months and have made great progress. Now we are beginning to share Crea with others and are getting some attention. Many new people are coming here and likely are wondering a few things such as “What is Crea?”, “What platforms will it be on?” or “When will it be released?” See the Crea, FAQ and Team pages for answers to these questions and more.

One thing these pages do not cover is our current progress on Crea. Here is a quick summary of what we have accomplished thus far and what features are coming up soon. Links are to the related blog posts.

Implemented:

Coming Soon:
  • Lighting
    • Not much to be said here. Lighting to add to the atmosphere and exploration.
  • Leveling
    • Unique proficiency leveling system where you gain experience according to your actions
  • Equipment
    • Equipment system that can have consistent stats or randomly assigned stats.
  • Monsters
    • Monsters are spawned from monster spawners that will spread if not destroyed.
  • NPCs
    • Start with basic NPC interactions such as dialog and item trading (for stores and the likes). More involved NPCs will come a little later – such as quests.
  • We have many more features we will implement but these are the highest priority features at the moment. If you want to see our timeline be sure to check out the project plan.

We will be continuing to update regularly. Be sure not to miss any and subscribe to the blog!

Music in Crea

I’m very excited to announce that we have Robot Science doing the music for Crea. I originally fell in love with his music when I played the Dustforce demo about a year ago. I have not stopped playing his music since. The music style is a very relaxed yet upbeat ambient electronica.

Don’t leave this page without checking out his music first (links below). Your ears will rejoice!

Robot Science links: Facebook | Bandcamp | Soundcloud

He has another project Giraffage you should check out too.

Kickstarter Coming Soon!

We are currently crafting an awesome Kickstarter campaign, but it is missing something! Momentum. We need to build some juicy momentum over the next week in order to launch with a BANG. This is where you come in.

First of all, go to kick.siegegames.com and sign up to receive word the moment our Kickstarter launches. Once you have signed up you can share your referral link with your friends. The more you share the more we’ll reciprocate the love.

Several updates will be coming over the next week as we prepare for our launch and even more once we launch. Exciting times are ahead!

Plants Update

I wrote this last week put forgot to post it.

Got a large update today. The last week I have been in the zone and have gotten a great deal done. First off, we reworked our website a little. In my last update I said I was working on implementing plants. At that point I was still in the designing phase for them. Since then I have finished implementing them and much more.

For every feature my mantra is easily moddable but lots of control. All of the supported content up to this point has had one form of communication – engine asking for the entities components which are returned in component definition form. I struggled quite a bit while attempting to fit the plants into this format. I finally came to my senses and realized what I had to do.

All of the plant logic resides inside of python. How the plant grows, how it visually looks, how it is harvested, and even how it is planted. With this solution, any modder has unlimited control. As for the “easily” part of my mantra, I am wrapping the core plant concepts up into nice little python classes which are extremely simple to use. I have included the code below for those interested in its awesomeness.

Because of this approach I have had to go through my entire game engine and expose it to python. This is something I have been putting off because I wasn’t sure of the requirements, boost python is a little scary and I knew it was going to be quite an undertaking. With this beast finally slain, creating new content will be much easier and have even more freedom.

Here are some screenshots featuring the plants that can grow overtime and be interacted with. There is also an early version of the grass. Right now the grass just grows on soil and is destroyed when the tile underneath it is removed. Later today I plan to make grass occasionally spread to nearby areas as if seeds were dispersed.

You can harvest the trees too!

This is the Zebra tree script that most people will see and have to worry about. I hope most of this is self explanatory. We are adding the different components to the zebra tree entity and the ZebraTree class is used to override the default properties of the tree (which can be seen below). We can add bases, trunks crowns and saplings images and they will be randomly used in the appropriate places. We can also override many other properties such as the seed it produces how tall it can grow, and how fast it can grow.

name = "Zebra Tree"

add(ModularRender())

interactable = Interactable()
add(interactable)

class ZebraTree(Tree):
trunks = [TreeImage("mods/base/plant/tree/zebra/trunk1.png", 2, 28), 
TreeImage("mods/base/plant/tree/zebra/trunk2.png", 2, 28), 
TreeImage("mods/base/plant/tree/zebra/trunk3.png", 23, 28)]
crowns = [TreeImage("mods/base/plant/tree/zebra/crown1.png", 34, 101), 
TreeImage("mods/base/plant/tree/zebra/crown2.png", 31, 98)]
saplings = [TreeImage("mods/base/plant/tree/zebra/sapling.png", 8, 33)]
seed = "mods/base/plant/tree/zebra/seed.ce"

def __init__(self, entity, organic):
super(ZebraTree, self).__init__(entity, organic)
def createZebraTree(entity, organic):
return ZebraTree(entity, organic)

add(Organic(createZebraTree))

Here is the Zebra seed script which is really simple. As with all content entity scripts we add the needed components, this time a Render, Item and Interactable components. The important part here is that we add an interaction “use” and provide the “useSeed” function which is defined in the tree script just below this one. To make this function reusable the plant the seed creates needs to be bound to the function provided – in this case we provide the path to the zebra tree.

import functools

name = 'Zebra Seed'
render = Render('mods/base/plant/tree/zebra/seed.png')
add(render)
item = Item()
item.stack = 999
item.delay = 200
add(item)

interactable = Interactable()
interactable.add("use", functools.partial(useSeed, "mods/base/plant/tree/zebra/zebra.ce"))
add(interactable)

Now for the meat of the tree logic. Here is the tree script which contains the Tree class and useSeed function that are used in the above scripts. As with everything this is still in the works but is most of the way there. I’m not going to go into detail in this now since there is so much going on but if you understand it then awesome. Once things start becoming finalized we’ll write some official documentation on these sorts of things. I put this in a pastebin because it is somewhat large.

Tree script

Lastly, I wanted to throw in the grass code which I’m happy about because I was able to write it without making any engine code changes. There is still in the works but I have the basics down. I will likely do the same for the grass that I did for the tree and have a base Grass class and allow for inheriting and changing the properties without having to worry about the logic. Pastebin link for the same reason as above.

Grass script

Thanks for reading through all of this! I know it is a lot. I’m interested to hear what you think of this.

Alpha Feature Video

Over the last two months we have added in a great deal of new features. This video shows off a number of these alpha features: item placement, modular composite animations, crafting and a few other small things. Keep in mind that this is a work in progress.

In addition, Kelley has been working hard on character animations, new items and most importantly – llamas!

Latest Happenings

Hey, I missed last week’s update. Things have been busy for me! Lots of work, real life events and Diablo 3 have all been keeping me occupied. Fortunately all of these are wrapping up for me – just one last wedding this upcoming weekend. I still have managed to get some work on Crea done and soon much more.

Tiles changed from 24×24 to 16×16. This is a fairly large gameplay change but it is a good one as it will give players more creative freedom. Along with this change, Kelley remade and cleaned up the various tile types. Before too long we’ll put up a screenshot of them in game. For now this small sample will have to do!

In other news, we have been refining the character customizations and ensuring that they are implemented 100%. This includes things like adding armor to the character and what not. We still have some work left but it is coming together.

Kelley has also been working on some animations. Here is the walking animation. These are the base graphics we use for the character. Everything in game can be swapped out for other images and/or recolored.

The character and clothing are about 20 small images put together using Spriter. We also have a running, walking, jumping, falling, and swinging animations. All of which you will be seeing in good time.

David has been putting together a mockup of the final UI. Nothing about it has been finalized yet but just the mockup gives the game a much more polished look. Once we get something a little more final then I will be sure to post it.

Things are starting to come together!

Building Menus

The majority of my Crea time was spent working on the character creation menu. Once I got that fully functional, I moved onto designing and developing the character selection. In the middle of that I realized that my hacked together menu system finally needed to be upgraded. After some designing, I have come up with a much more manageable menu system, which means cranking out the world select and creation should be a breeze. That is once I get to those. In the meantime I am back on the character selection menu screen, which I should be finishing up tomorrow.

I would like to show screenshots of the character creation but I have left the UI extremely messy for David to come through and clean it up.Once he gets a chance to do that then I’ll be sure to post some screenshots.

In other news, Kelley will be finishing up her school semester this week and will be able to put much more focus into Crea so expect to see lots of visual goodies over the next few weeks. I know I’m looking forward to it!