Tuesday, June 28, 2016

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




Hey fans,

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

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




Hey fans,

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

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