Tuesday, April 19, 2016

What's Cooking at Tasty Stewdios? (Apr 2016)




Hey fans,

Over the past month we’ve been focusing on an ongoing effort to really hone the universe that Tasty Game 2 takes place in. This world is bursting at the seams with storytelling possibility and chock-full of colorful characters, and also needs to be the setting of a compelling game experience.

This world is known as The Passages- an entire universe contained within a magical storybook, and operates on fundamental laws of narrative. Like any good story, particularly awesome characters can live on in our hearts and minds forever. But in the world of the Passages, being the main character in a compelling story means literal actual for-realsies immortality- and everyone’s got their own idea of what “compelling” means.

One of the biggest challenges in worldbuilding is striking a balance between the novel and the relatable. When playing the game, we want players to be immersed in our world, but we also want them to understand what they are looking at and the gameplay implications of each piece. For example, when you see a paladin, you need to understand it’s bulky and functions as a tank. This is particularly of importance given the weight of each decision in turn-based strategy games.

A principle that we’ve kept in mind is an 85-15 split between the relatable and the weird. Simply put, the majority of any given piece should be mostly relatable and grounded in a commonly shared idea or fantasy of what something is. So let’s go over some concept art and see this idea in action.

Please keep in mind these are all concept art pieces. We’re using these for direction and inspiration, not as final production art. That said, we’re hella pumped about what we have to show today.

Sunday, April 10, 2016

Magicmaker April 10 2016 Update

Hello witches and wizards! We've pushed a small bugfix update to Magicmaker.

April 10 2016 - Patch Notes

FEATURES:
  • Added screen shake intensity options 
  • Expanded level seed diagnostic information on pause menu

BUG FIXES:
  • Fixed an issue with lock keys getting stuck and/or not working in the final level

Tuesday, March 22, 2016

What's Cooking at Tasty Stewdios? (Mar 2016)

Greetings!

It’s been an admittedly long time since we’ve made an announcement that wasn’t simply Magicmaker bugfix patch notes. Things have seemed very quiet on the Tasty Stewdios front, and so we’re going to clarify what’s been going on, what’s happening right now, and where we’re going.

First things first: we have been working on our next game!

Over the last year we have been developing our second title. Alongside production, we’ve also been discussing what we learned from working on Magicmaker, identifying our strengths, and leveling up our talents to make the best game we can make. So why haven’t we said anything about it?

One of the things we believe very firmly is that things shouldn’t be announced if we can’t 100% deliver on them. We’ve all felt the disappointment of a late release or worse, the madness of a vague timeline such as a month, quarter or year. When Tasty Stewdios says we’re going to do something, it means we’re going to do it and have it done when we say we will. This project, like every game, has gone through the constant process of iteration and improvement. Some aspects of the game have radically changed, something that we feel we would have less freedom to do had those parts already been announced.

So when will we announce it? When it’s ready to be announced. In all honesty, we don’t even have a proper title for it yet. But, we would like to discuss what we can say for certain.

Our next game is a turn-based strategy game.

The one thing that hasn’t changed in the process of development and certainly won’t change is the fact that it’s a turn-based strategy game. The team is passionate about the genre and believe we are bringing some great ideas to the table.

It will be first available in the form of Steam early access, and we’re going to do it right.

We learned a great deal from the alpha testing phases of Magicmaker. Back then, Greenlight was a brand new feature. Since that time early access has also been added as a means of gathering early feedback. 

We’re very much aware that the term “early access” leaves a bad taste in a lot of mouths- I’ve been stung by games abandoned in development too- it stinks. Tasty Stewdios will absolutely not be using it as a tool to sell an incomplete game- our plan is to push continual updates so we can always have the most up-to-date build in playtester hands, and then gracefully convert that to the final product once we close in on release. Simply put, if we’re not pushing an update at least once a week, we’re gonna be disappointed in ourselves.

We will be committing to [ramping] regular communication

Up until we announce the title (which again, we have no firm date or timeline on) we will be posting monthly regarding any news or concept pieces we feel confident in sharing. Once the game is announced, expect more frequent communication. Once on early access, as stated, we’ll ramp up to weekly news posts.

It’s NOT Magicmaker 2

There are currently no plans to make a sequel to Magicmaker. However, we will continue to support Magicmaker and push bugfix patches when able (we’re not abandoning it!)

The team consists of Chris (Laddo D) and Nick (Whoa Constrictor)

First up, nobody was fired! Those keen on the credits roll in Magicmaker may wonder where Brian and Paul are- they were both heavily involved in the early phases of Magicmaker, but in the later half of development handed their duties off to the rest of the team. Similar to Magicmaker, Chris is handling the engineering and art department, and Nick is back on music and game design. We’ve got great synergy together and experience in our roles, so we don’t plan to change the core of the team.


We’re really pumped about our next project and look forward to sharing more news in the future! If you have any questions, feel free to comment below and we will answer what we can.

Thursday, December 17, 2015

December 17 2015 Update

Hello witches and wizards!

Magicmaker has been updated! Here's what we fixed:

Dec 17 2015 - Patch Notes

GAMEPLAY CHANGES:
  • Added left-handed mouse options 
  • Giant Cobra miniboss is now completely immune to knockback 
  • Turret Flowers are now affected by knockback 
  • Midnight desert and sunset jungle backgrounds have been added to Temple Zone difficulties 3 and 4 respectively 

BUG FIXES:
  • Re-added Windows XP support 
  • Actually fixed the green crystal chest bug this time 
  • Lightning Rod's robe effect now works properly when walking on walls with Sticky Slime. 
  • Fixed a bug where trying to bind the arrow keys would work, but the keys would be improperly labeled as "INVALID KEYBIND" 
  • Fixed a bug where Fairy Wing laser spells were doing less damage than intended 
  • Fixed a bug where you would have zero ammo available if you picked up a quiver in the plug and play challenge 
  • Tonna bricks + Sticky Slime projectiles now obey gravity until they begin follow walls 
  • Fixed an issue where spell names would become miscolored through renaming 
  • Fixed an issue where the temple vault in the bachelors difficulty mission was unlocked at the start of the mission 
  • Adjusted spacing issues in the UI options menu 
  • Fixed a music loop stutter in the associates difficulty Desert Zone 
  • Fixed a case where you could no longer progress if you enchanted your wand in the tutorial and then quit out 
  • Fixed a bug where the screen would occasionally just go all white during the finale sequence 
  • Fixed a bug where rock lasers would sometimes make the screen go all white

Wednesday, September 16, 2015

September 16th Game Update

Greetings, wizards and witches! With your help we've ironed out some bugs, as well as buffed some material effects!

Read on for the full details.

GAMEPLAY CHANGES:

  • Improved the effectiveness of several materials:
  • Bouncy Ball spells: increased starting bounces by 1 
  • Caustic Ichor spells: adjusted values to scale more strongly with spellpower 
  • Explosive Powder robes: Death delay normalized to 3 seconds at all ranks 
  • Fire Crystal spells: increased burn damage spellpower ratio 
  • Fire Crystal robes: increased burn damage 
  • Harpy Feather spells: wall collision damage increased 
  • Miniature Sun robes: increased burn damage 
  • Quiver spells: increased starting arrows by 1 
  • Philosopher Stone spells: reduced mana cost penalty 
  • Shade Spirit spells: increased control buildup spellpower ratio 
  • Sticky Slime robes: greatly increased wall-walking timer 
  • Tonna Bricks spells: increased spellpower boost effect
  • Middle-mouse click can now be bound in the keybinds menu 
  • You can now get into the forest treasure room tree with just Jharni's Socks of Jumping (sorry!) 
  • Rune spells now drop mana crystals in larger chunks if the number of crystals exceeds 10


BUG FIXES:

  • Fixed an issue where New Game+ availability would sometimes not activate 
  • Optic Lens + Extract of Monday now properly combine in spells 
  • Fixed an exploit where Illusion Dust robe clones would cast more spells than intended 
  • Fixed a bug where some reward chests would not unlock despite all level gems being collected 
  • Fixed an issue where the player could get stuck out of bounds 
  • Fixed several typos 
  • Updated loading screen tips

Thursday, May 28, 2015

May 28th Game Update

Hey wizards and witches! More bugfixes coming in! Thanks for helping us find and resolve these issues.

May 28 2015 - Patch Notes

GAMEPLAY CHANGES:

  • Explosive Powder's AoE damage now scales based on how close the affected enemy is to the center of the explosion

BUG FIXES:

  • Fixed several typos 
  • Harpy Feather spells now damage enemies flung into walls properly 
  • Fixed a machine-specific crash on the final boss 
  • Fixed an issue where you could teleport into a quest vault in the temple 
  • The final boss now properly scales into New Game+ 
  • Adjusted Magic Boomerang tooltip 
  • Disabled Ninja Sword on Robe's ability to dash during cutscenes 
  • Recipe delete prompt will now inform you which recipe you are removing 
  • Deleting recipes from the recipe list no longer sometimes deletes the wrong recipe 
  • Ice Gargoyles now properly animate on low graphic settings 
  • Keys no longer get stuck deciding between two locks an equal distance from the key 
  • Adjusted buff stacking behavior 
  • Adjusted criteria for Magic Boomerang achievement 
  • Menus now display properly on smaller resolutions 
  • Fixed a crash related to Magic Boomerang's robe effect 
  • Fixed an issue that would cause endless cutscenes in the desert zone 
  • Players can no longer escape the tutorial, seriously, for real this time. 
  • Lasers now properly interact with objects during the final boss fight 
  • Charming ice no longer causes graphical issues 
  • Ghosts and Ice Gargoyles now play nice with stealth effects 
  • Giant Snowball's collision now more accurately reflects its appearence 
  • Treasure chests are now guaranteed to spawn in missions that require them 
  • Lasers now play nice with map illumination and vacuum cleaner spells 
  • Effects that require the player to stand still now work more consistently when standing on one-way platforms

UNDER THE HOOD:

  • Improved performance of laser and light-affecting spells and effects

Thursday, February 5, 2015

February 5th Game Update

Greetings Witches and Wizards! Magicmaker's been updated with bug fixes and a BRAND NEW Magic Boomerang behavior!

http://steamcommunity.com/games/319250/announcements/detail/154582198177382180


Feb 05 2015 - Patch Notes

FEATURES:
Added controller sensitivity options

GAMEPLAY CHANGES:

  • Altered Magic Boomerang's spell behavior:
    • On Spell: If the spell hits an enemy, a mana boomerang is launched towards the player. Catching it restores some of the cost of the spell. 



    • Design Context: Magic Boomerang? More like Magic BoomeRANGE. In a lot of situations, the interesting decisions involved in high-grade Magic Boomerang spells included "can I click on my target" and "how high can I set my monitor resolution". They bypassed a lot of important pacing systems (namely spell range) which resulted in them being "fun because powerful" and not "fun because interesting". We're not hating on spell-snipers here, though! We love Quicksilver Gear and Rock and if you want to hit from miles away you've still got options. 



    • This change was also to help out some underappreciated materials such as Philosopher Stone and Soul Contract. By giving a skill-based avenue to mitigating these costs, we hope to have opened up some exciting paths of spellcrafting.



  • Rift Crystal robes are now capped at 50% dodge chance. 
  • On-hit effects are now triggered if you execute a target on spell hit


BUG FIXES:

  • Fixed issues with fullscreen on some machines 
  • Enemies now ignore New Game+ scaling in training courses 
  • Cauldrons in the Castle Zone now properly interact with Laser spells 
  • Spell recipes can now be deleted from mission select crafting menus 
  • Fixed an issue with spell icons not functioning properly in New Game+ mode 
  • Fixed an issue with the final boss dying before being encountered 
  • Fixed a rare situation where no leaf piles would spawn in the mission whose objective is to remove all leaf piles 
  • Level portals no longer get embedded in the environment 
  • Fixed an bug that caused erratic behavior in the tutorial during New Game+ 
  • Ninja Sword trail particles no longer persist longer than intended 
  • Secondary effects on spells are no longer editable on graphics settings that don't display them in the first place 
  • The New Game+ prompt should only show up once now 
  • Fixed an issue where super clever wizards were getting negative times on training courses