Tag Archives: indie game

Weekly Recap #6

The bug fixing continues! More than two dozen bugs have been fixed this week. We also managed to make some impactful gameplay changes: Researching was overhauled, blocks now can go on both the ground and wall layers, the tools (mattocks) were redone, and we implemented some other feedback from our testers. Oh, and multiplayer is supposedly working now!

It was all too common to drop a pile of materials into your research window, click “Research” and go on your merry way. This is not how I wanted researching to function. I wanted it to be more hands on – you’re engaged and making decisions. Consequently, researching needed some heavy modification.

research_desk

 

Now in order to research items you must first craft a “Research Desk” and be nearby it to research. When researching a material you must select the item category to focus on. For each research you can now learn multiple recipes instead of always one. The number of recipes you learn is based off of your craft level and the level of the item(s) you will learn.

research_ui

Researching is feeling much better than before! One remaining change we want to make is to avoid having a single item used in too many recipes. As it stands lumber is used in 56 recipes! That is way too many. In the future we will be limiting a single material to be used in at most 20-25 recipes.

Another massive change is that now blocks can be placed on either the ground layer or wall layer. Before we had “Dirt” and “Dirt Wall”. Now it is just “Dirt”. There are a few major benefits to this approach.

  • The first and foremost is that we have nearly twice as many blocks in the game – meaning more customization.
  • This saves on inventory space.
  • Now all wall tiles are consistently shaded and more easily distinguishable from the ground layer.
  • We can now place ores and other rare resources on the wall that will make for more interesting world generation.

tile_unification

Complimenting this change to blocks, we did a complete makeover of our mattocks (tools) to be more in line with our equipment. Now mattocks have equipment attributes and are upgraded from one to the next. Also now all blocks can be destroyed by any mattock. I believe this will have a very positive impact on gameplay. Previously we needed the rigid block restriction rules to gate players; however, this is no longer the case. Instead we have the nice side-effect of gating progress by having most items upgrade from earlier versions.

mattocks_lineup

 

Anyone got any lumber?

Anyone got any lumber?

 

Even though I don’t always have the time to reply to all our beta players feedback, I’m reading it! Here are a few things that you can see that already made it in the game that was player feedback.

  • Allow placing items directly from the inventory, without having to put them in the action bar first
  • Clicking on a material in the craft UI should take you to that material’s recipe
  • Make it possible to remove wall blocks from behind the player, trees and other things.
  • Better world generation with more caves and ores

placement_from_inventory

Finally, after much toil, I have gotten multiplayer to a working state. I am sure it still needs much love before I would consider it complete. Why did multiplayer take so long and what was wrong with it? Sooo many things… I had solely tested multiplayer on my local connection and things worked perfectly fine; however, once in the real world it immediately broke down. I investigated for days and continued to bug the good people on the IRC for assistance in testing and then yesterday I finally discovered the cause for all my troubles.

One feature I will be working on soon is a dedicated server. Imagine how nice it will be to have dedicated server software for a game for Linux!

Over the last two weeks since we launched beta, I have been working hard to get Crea to a good point with all features to be working well. I imagine there will be several more bugs for multiplayer to come in, but now it is finally time to turn my focus to do some of this work to get official modding support in. I will likely be going back and forth between this and bug fixes/small enhancements over the next few weeks.

Weekly Recap #5

Something amazing happened this last week – we finally released beta! The response has been quite positive. Thank you to all of those that have bought beta to help support us and thank you to everyone for reporting bugs and providing invaluable feedback. Even with all of the help, this still has been the most intense week ever for me (Jasson). Here are my stats from last week.

  • Bugs Fixed: 50+
  • Hours worked: 110+
  • Hours slept: 6/day
  • Times I went outside: 3?
  • Cups of coffee consumed: 25+
  • Times I whined to Kelley about being tired: too many
  • Number of day jobs quit: 1

Overall it was a good week for me and an amazing week for Crea. Over the span of the last 10 days Crea has been transformed from a clunky tech demo to a (mostly) playable game. The beta has breathed life back into the forums and the IRC.

Wonderful fanart by beta tester Lune

I am currently close to being done on fixing the obvious multiplayer issues – the ones I can reproduce. Once that is wrapped up I plan to release a new patch and fix any other multiplayer issues that slipped by. Hopefully that will be a small list so I can quickly move onto fixing water and being done with bug fixing for awhile. I’m considering implementing a few small nice-to-have features and then moving onto doing the major mod API refactoring.

I am anxious to start this refactoring because this is my chance to clean things up that have been bothering me for awhile – something developers love to do. However, I am also quite cautious as this refactoring could cause some large regressions or entirely new bugs. It could also drag on for more than two weeks if I’m not careful. Consequently, I am meticulously planning things out and will be breaking tasks down as much as possible. Additionally, lots of unit tests will be written to assist in catching the wild bugs before they get away – kind of like pokeballs.

Oh yeah, also since I quit my day job and things have calmed down from the beta release, I am now doinglivestreams again. Yay! Come listen to ambient music as I code away.

jdubbhouse

Screenshot of beta tester thejdubb02′s Crea abode

Beta Now Available!

beta_available

It’s true, Crea beta is finally here!

We are currently offering a $25 beta package through our Humble Store. This package is the same as our $25 Kickstarter reward tier and includes instant beta access, as well as the soundtrack and digital artbook when they become available.

It’s been a long time since our Kickstarter, and Crea has evolved greatly during that time. We are releasing beta because we feel that the game is developed enough; however, there is still much to be done! We are working on new screenshots and a new gameplay video to show the game off. I am also putting together a feature list overview. All of these should be up in the next few days. However, in the meantime…

Aaron, our designer, did a 4 hour long livestream showing off the gameplay! Here is the first hour of it. You can view the entire stream here.

As a beta tester, you have the opportunity to help shape the world of Crea. You can report bugs, make suggestions and chat with fellow testers in our forums. Help make Crea the best it can be!

We can’t wait to hear about your adventures in Crea!

Weekly Recap #4

This last week has been a whirlwind of progress and flew by so quickly! In order to prepare Crea for beta release, we took this last week to focus on polishing. Lots and lots of polishing. Here are some things we did.

Kelley and I finally cleaned up the main menu. Not final but still a much better placeholder than before.

title_screen

Without quality loss

Without quality loss

Explosives!

Normal Bomb

Normal Bomb

Sticky Bomb (WIP)

Sticky Bomb (work in progress)

Equipment names are now based off of the best attribute.

modified_equipment_name

Game settings work nicely now as expected.

crea_settings

And some other notable tasks:

  • Added more sound effects and some music
  • Kelley added description and flavor text for nearly all the items
  • Added a few more items.
  • Fixed several bugs

For this upcoming week we will likely dedicate a large chunk to launching the beta and providing support. Other than that, Max and I have planned to greatly enhance the modding API. Our goal is to get mod support up and running. This will most definitely span multiple weeks but I’m going to try to timebox it in order to keep more content coming.

Expect more news soon!

Introducing Clark and Imminent Beta Release

We’d like to introduce the newest member of our team, Clark Powell. He looks like this:

clark_lg

He is composing the music and sound effects for Crea. You can hear some of Clark’s work at his bandcamp page. We were introduced to Clark through our team member Max. Clark has composed for Homestuck, such as “Symphony Impossible to Play.”

During our Kickstarter, we had originally enlisted Charlie of Robot Science as our composer. However, for various reasons, things did not work out. We did part on good terms and still love his work. We wish Charlie all the best with his promising career.

We realize that some of you backed our Kickstarter in order to support Robot Science, and we apologize for this disappointment. If there’s one thing that we’ve learned from the experience of developing Crea, it’s that things rarely work out as planned! However, we are really pleased with the music Clark has conjured up thus far for Crea, and we think you’ll like it too. You can listen to few Crea tracks right here!

Big news: the long-awaited beta will be available this week! If you are a $25 Kickstarter backer then we will provide you with information on how to get access soon. If you missed our Kickstarter now is your chance to help support us and get in on the beta. A preorder page with immediate access to beta is coming soon!

We know that Crea is way behind our original release date. So to thank you for your patience, we are going to give our $10 backers access to “beta phase 3,” estimated in mid August. If you are a $10 backer and would like beta access before then, we are looking into ways for you to “upgrade” to gain access now.

When we do release beta, we’ll provide another update with much more information.

Weekly Recap #3

Another week has already gone by! This last week was quite eventful. On Thursday I discovered that, amazingly, a TIGJam event (indie game jam) was taking place in a nearby city. It was Max’s last day of his stay at our place, so together we spent Friday at TIGJam. We got a lot of work done on Crea and also met some really cool people. We played Munchkin with Rich Vreeland (aka Disasterpeace the composer of Fez). I even briefly met Edmund McMillen (Super Meat Boy and Binding of Issac), Derek Yu (Spelunky and Aquaria) and several more people. I’m absolutely looking forward to the next TIGJam. In the meantime, more Crea!

We have just about wrapped up the item tooltips. They have received a major style overhaul and several other enhancements. Researchable items now have a nice little icon on them, equipment now has colored names based on its quality, and the positioning of tooltips is improved. We’ll continue to work on tooltips next week.

way-shard-tooltip broadsword-tooltip

Max spent a large chunk of his time cleaning up the world generation. We managed a massive win with handling the underground generation. Previously, we would define a rectangle that would be considered the underground section of the world, but since the surface of the world is not flat there was always at least some space between the visible surface of the world and what the game considered underground. This lead to a large “fun-free zone,” as Max called it, large swaths of earth with nothing interesting going on. We came up with a solution where now we know exactly where the underground starts across the entire world. The difference is quite visible.

Old Underground vs New Underground

Old Underground vs New Underground

Water has finally been added to the world. This required a surprising amount of work. First I had to add in the concept of breathing and checking to see if the player was underwater. Along with that was the need of some type of visual indication of how much breath you have left. I decided to add it to the HUD.

Breath Meter

After that I had to add the water to world generation which was not too bad thanks to the changes Max has been making to it. Immediately after doing this though I discovered that having 30,000+ water cells in the world was a little too much for the cellular automation system. I then went to work on optimizing it even more and am pleased that now the game can handle an immense amount of water at a time.

A snapshot of a world with water in it.

A segment of a world with water in it.

Lastly, I have been working on finishing up the Way Crystals. Now Way Shards will slowly grow nearby the crystals and players can harvest them. Players are able to attune themselves to a single crystal and immediately transport there at anytime by using a shard. Additionally, shards can be used to quickly travel to other crystals when nearby a crystal. way_crystal Progress has been good and we are looking to keep it up this week. Here is what we have planned at the moment:

  • Implementing more sound effects
  • Implementing some music
  • Fall damage
  • Adding window icons on HUD (Talent, Craft, Research)
  • Help Tooltips
  • Bug fixing and general cleanup

We are getting amazingly close to a public beta release. I’m both excited and nervous. It is very likely beta will be happening in the next two weeks.

Weekly Recap #2

Here again with a new recap.  I am pleased that we managed to finish most of what we set out to do this week.

I finished upgrading the crafting system to make it possible to provide equipment as an ingredient. While I was at it, I cleaned up the crafting, equipment and talent UI. Both the crafting and talent UI used dropdown menus to select your current category/talent. At first I thought this was a wonderful idea because it is extremely expandable making it mod friendly; however, after time I have realized that this is a pre-optimization and 99% of new items could fit into the existing categories.

Craft Upgrading

Max spent the majority of the week working on monster spawning. Now spawners are permanently placed in the world and, when taken down to 0HP, instead of being destroyed the spawner is temporarily disabled for 15 minutes. We have plans to give the player the power to destroy spawners and have them respawn much more slowly than what we had before. This is one of those things that needs lots and lots of tweaking to get just right.

Disable Spawner

Boom!

The other big task I worked on this week was adding in water to the world. The simulation was a little broken from months of neglect and once I did get it back up I spent some time smoothing it out. A large chunk of my time was spent on getting the water to be saved with the world and transmitted to clients during multiplayer. I began to incorporate it into gameplay but only got as far as having it affect player movement when I made the decision to wrap up other things so we could release a new early beta build today.

Water (work in progress)

Water (work in progress)

Wrapping things up involves lots of tiny tasks remaining from the larger features such as ensuring that all new items can be obtained one way or another. There is also the task of fixing the bugs that we have created over the last few weeks; fortunately there aren’t too many of those!

Over the next week we are going to be focusing on finishing up several features that need some love.

  • Way Crystals
  • Water
  • Tooltip visual overhaul
  • The “underground” biome, which is being reworked by Max

We will hopefully get to a few smaller things on our list as well but we have lots of planning to do before Max heads back home on Saturday. We have a great momentum and if we can keep it up then the next beta phase is just around the corner.

Equipment Upgrade

Up to this point, we have been very focused on implementing new features and adding in as much new content as possible – quantity over quality. A few weeks ago we started taking a harder look at our existing content and systems. It was then that we made the decision to switch our focus on polishing existing content rather than adding new content.

During one of our design discussions, we began to explore the idea of scrapping the linear equipment progression (iron sword -> copper sword -> silver sword, etc.) in favor of a more original equipment upgrade system. After a few more discussions we had refined the system design and come up with new equipment that is multitudes better than we had before.

The best way to explain is by example. Our swords start with the Wood Club and then progress to a Bronze Cleaver and then a Broadsword. This keeps things simple at the start but once you have the broadsword things start to get interesting.

weapon_concepts

The next best sword is obtained by upgrading the Broadsword by using it in a recipe to craft a Broadsword+. Going from there, the Broadsword+ can be upgraded to one of four different swords: Rapier, Greatsword, Sylic Blade and Artisan Broadsword. Each of these has a different focuses.

  • Rapier provides attack speed bonus
  • Greatsword provides knockback
  • Sylic Blade does magical damage
  • Artisan Broadsword focuses on raw damage
Upgrading Broadsword+ to a Greatsword

Upgrading Broadsword+ to a Greatsword

Each of these will upgrade to the corresponding “+” version and then can be upgraded to the next tier which have their own unique focuses. For example the Greatsword+ can be upgraded to either the Zweihander which can stun an enemy or the Executioner which does more damage the lower HP the enemy has.

Sketches of the sword progression by Max

Sketches of the sword progression by Max

Attributes carryover when upgrading equipment which makes your choices have a meaningful longterm impact. Such as a Broadsword you found with high Magic Attack bonus could make a good Sylic Blade. We have even talked about allowing the player to choose to reset their weapon to a Broadsword but choose to keep some of the attributes making it possible to create truly unique pieces of equipment – like a very fast Rapier type weapon with knockback.

Using a Greatsword to kill an oil slime

Using a Greatsword to kill an oil slime

Of course, swords are not the only thing that can be upgraded. In addition we currently have bows, helms, chests, and legs armor with upgrade tiers. We will likely add a few more weapon types with upgrade tiers as well. There are other items the player can obtain that do not have upgrade tiers or have smaller upgrade tiers. Gloves will grant bonuses for doing things such as gaining bonus TP (Talent Points). Boots provide movement type bonuses such as movement speed or jump height.

Quick concept art of early tiers of chest armor

Quick concept art of early tiers of chest armor

This is not everything that we have planned for equipment though. We have two other systems for making your equipment even stronger that we plan to implement once we get our first boss in. I know I’m really looking forward to seeing the final equipment – I hope you are too!

Weekly Recap #1

I (Jasson) am going to kick off these weekly recaps with a big one – we have a lot of catching up to do!

Back in March, I brought a new developer on board to help with Crea, Max. He is a freelance programmer and self-described “monster hunter” who supported our Kickstarter and ran a successful Kickstarter of his own. Two weeks ago, Max flew out from the East Coast to stay at our place for a while to make some serious damage to Crea’s task list. This is what Max looks like:

max_lg

As I mentioned in my last post, we are working on refining existing content and systems. Since Max got here we started doing a lot of designing and planning out how everything in Crea fits together. This includes things like items, game progression and bosses. Lots of fun stuff. This last week we heavily focused on equipment (weapons and armor).

There is so much to talk about regarding the equipment that I’ll save it for its own post. What I will say for now is that we completely scrapped all of the existing equipment in favor of a much more interesting system. Before our equipment was in tiers awfully similar to Minecraft and Terraria – i.e. “Copper Sword” -> “Iron Sword” -> “Gold Sword”. There is beauty in the simplicity but after talking we realized we wanted something else; something new. Now equipment will be upgraded and provide more unique attributes that will actually have an impact on gameplay rather than only increasing stats. Ok I’ve already said way more than I was wanting to…

Some sketches for the weapon progression

Some sketches for the weapon progression

The majority of our week was spent designing the new equipment and implementing it into the game. Kelley worked on the equipment art assets, Aaron helped implement the equipment content files and I finished off the equipment by working on the unique attributes.

winged_bow

The Winged Bow shoots 3 arrows at once!

Beyond equipment I did a plethora of small to medium changes:

  • Finished up a completely new physics system
  • Added in movement sloping (so players can run up one high blocks)
  • Trees and blocks emit particles when hit
  • Added tile placement preview
  • Fixed a handful of bugs
mine_particles

Look at those particles bounce!

Max spent the first half of the week finishing up some world generation enhancement with a focus on making the underground more interesting. The second part of the week was spent working on reworking the monster spawning system some because there was some fundamental problems with the frequency at which monster spawners were created. We are still going to have spawners but we are trying to get the rate at which monsters are around to fight to be just right. In the current beta version monsters are rather scarce and it breaks the pacing of the game completely.

IMG_1012

Some of Max’s monster idea doodles

This next week we have lots planned. Here is a quick highlight:

  • Crafting system needs to be updated to enable the new equipment upgrade system
  • Monster spawning is going to be wrapped up
  • Design and implement some equipment accessories
  • Water – Simulation is done but needs to affect gameplay
  • Waycrystals – Quick travel system

Alright, that’ll do it for this week’s update. Let me know what you think and if there are any parts you’d like us to go into detail more/less.

IMG_1007

Max and Jasson hard at work

IMG_1009

Aaron making a cheesecake, which directly goes towards fueling Crea’s development.

Early Beta Released

We finally got Crea into the hands of all early beta testers. This means that Crea now has roughly 80 testers, which is awesome! We have made some great progress on Crea’s stability, but of course always have room for improvement. Over the next few weeks we’ll be fixing bugs as they come up; however, our main focus will be on polishing existing systems and content. We have a great deal of work ahead of us between implementing the feedback from our testers and replacing the placeholder content for rough systems. Here are some of the changes we have planned.

  • Worlds are going to get a bit more interesting with some new smaller biomes being added and the underground getting a complete makeover.
  • Characters will be colored with HSV instead of RGB. This makes it much more possible to get the hair color you want.
  • Researching will use all materials given to research multiple recipes and partially discovered recipes will be prioritized.
  • Crafting in bulk
  • Spawn rate of monster spawners and monsters will be greatly enhanced.
  • Items are going to be completely overhauled with an entirely new design for materials and equipment.
  • Much much more!

Moving forward we are going to be changing our development process to be more agile. We will be iterating on Crea with weekly updates that will be reasonably focused on a few areas of the game. At the beginning of each week we define all of the changes we aspire to make which will be viewable under the “Current” tab in our project plan. Through this, we hope to tighten the feedback loop and increase project productivity.

Along with this I want to start posting weekly blog updates recapping what we managed to accomplish during the previous week and what we have planned for the next. Now that we finally have more to talk about and are getting closer to release we believe it is time to try to re-engage with the community. Like any good conversation, this needs to be a two way street – so feel free to comment and post in our forums!