Archive:

25th July Update

Hi Guys,

Today’s blog post got saved as a draft instead of posted. I guess I misclicked.

I was at a business meeting all morning so I’m only just now finding out about it.

 

Today we added a whole bunch of new, fun items. Many of which are hilarious. We’re aiming to fill the game to the brim with things to find that make you smile.

We also added a couple more minibiomes. One of which is definitely my favourite so far.

I’m currently working on getting pools of treasure into all of the dungeons. To make sure there are fun things to find wherever you go.

crates

 

We’re finishing off the last pieces of GUI work (GUI work is always mind numbing, so this is a big thing for us). And finishing the last pieces of the progression system (though there is still content to add there.)

 

More than ever I feel like we’re not just building a game. But a platform for future adventures and storytelling. A sandbox we (and you!) are going to be able to build an endless array of content on top of.

24th July Progress

Hi guys!

So on top of adding a bunch more biome content / things to find (that’s happening every day lately),  Bartwe moved heaven and earth to make this happen:

quests

 

This isn’t a mockup. Our quest system is go!  When humanoid NPCs are finished off we’re going to be adding a ton of quest templates.

I know some of you are concerned about the font. We’re looking into making it more readable without completely ruining the style.

We’re also putting the finishing touches on the way various elements of the game change as you visit planets of higher levels.

Finally we’re starting work on our first boss, it’s rather elaborate but very cool. Aside from minibosses, there will be a boss at the end of each tier of play. I’d show you a screenshot of that if I could, but that’s a majorrr spoiler :P we’re also going to try and make sure any regular mob can become a miniboss.

That’s all for today.

\o

 

22nd July Progress

Hey guys,

Today we continued our bug fixing spree. A ton of small bugs were fixed. We also managed to cut bandwidth usage in half when playing multiplayer! Which is awesome.

The artists and I have been working hard on adding new mini-biomes and filling them with content and fun things to find. We added 3 more minibiomes today, each of which contains chests, blueprints, furniture to find, weapons, statues, new building materials and so on. These are all super unique drops that I’d rather not spoil with screenshots. But it makes hunting around for new items really fun.

I also completed the naming system for weapons today, names are procedurally generated and of course immediately after completing it I found a tier 1 weapon called ‘the useless slapper’ -_-

We’re also making a few small changes to the GUI. We’re having it display the health of the last monster you hit, streets of rage style. For a while we had health bars above the monsters heads but it was far too intrusive. This ought to fit nicely.

We also added tar as a new liquid. It was needed to finish up the appearance of one of the minibiomes. I should probably figure out something else to do with it though.

We’re now at 859 place-able objects, 102 building materials, 365 non procedurally generated melee weapons, 22 instruments, 383 non procedurally generated pieces of armor, 55 miscellaneous items and a bunch of other stuff we haven’t talked too much about yet. That’s on top of the procedurally generated weaponry