Monday, September 19, 2016
This month, we've got more concept art to show! On the development side of things, we've continued working on map sprites and animations, as well as adding some proper UI elements. On the design side, more time has been put into establishing the locations and history of the important stories that take place in this exciting setting. We've even got flags for the different nations of the world! But today, we'd really like to focus on the Bards.
Tuesday, August 30, 2016
Hey everyone, Over the last month we worked primarily on two parts of our next game: outlining the story and establishing the animation pipeline for map sprites. Read on for the full rundown of this month's development!
Saturday, August 20, 2016
Hello witches and wizards!
Magicmaker has been updated! Here's what we fixed:
Aug 20 2016 - Patch Notes
- Adjusted material tooltips for clarity and consistency
- One-Sided Coin's explosion radius now scales with material grade and multiple copies of it.
- One-Sided Coin's explosion damage now scales stronger with spellpower
- Added options to adjust screen shake
- When loading recipes containing an unavailable material grade, the next highest available grade will be slotted
- Added secrets
- Fixed a bug where Explosive Powder laser spells were doing 10x their intended damage
- Fixed an issue where the Forest Boss's Pollen Laser would scale into negative values in NG+
- Magic Boomerang robe effect will no longer knock back objects that are intended to be knockback immune
- Fixed an issue that caused the Final Boss to despawn if knocked off screen
- Bazel's Hourglass of Regret no longer warps the player through anti-teleport walls
- Fixed a crash caused by charming goblin wizards using Illusion Dust
- Fixed a bug where Extract of Monday's robe effect's damage was being multiplied in the Super Murderfest challenge
- Fixed a crash on WINE on OS X
- Fixed a typo in the Halloween Quest
- Added screen shake intensity options
Wednesday, July 27, 2016
This month’s update is going to be going over the five playable races in our upcoming title, as well as their place within the world we are crafting. We’ve also got several pieces of concept art to show that demonstrate aspects of each race’s identity and culture. These are intended to show what a prototypical member of the species would look like, rather than any specific character or specific race/class combination.
You know the drill- all these pieces are concept art and are for direction and inspiration and subject to iteration.
Tuesday, June 28, 2016
June update! We've continued to make daily progress on our next title over the last month- a majority of which is not in departments that are easy to show. These things include significant improvements to AI and combat scripting. Among these changes, however, we also started on animations and the art pipeline to get these kinds of assets in game. To test the system, we started with the Punk class's idle, walk, attack, and block animations.
Tuesday, May 17, 2016
Development has been continuing smoothly on Tasty Game #2 over the last month, and today we have some more pieces of concept art to show! As much as we want to dive right in, if you haven’t read last month's update, you may want to do that first. It goes over some fundamental pieces of the world we’re building and gives some more context to what we’re showing today.
Finally, another reminder that these are concept art pieces, being used for direction and inspiration, and like all things in game development may be iterated on as we march towards release.
Tuesday, April 19, 2016
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.