Archive: News

5th and 6th September Progress

Alright! In an effort to catch up and stop lagging a day behind on updates, I’ll fill you guys in on the last couple of days. Still pretty brief, but here goes:

-Work continued on unique NPCs! We’ve done loads of them recently! Here’s one:

HOUQg3e

– Kyren’s been working on constellations! They’re not fully implemented, but they’re getting there. The starmap is huge, and constellations serve as really useful landmarks to get an idea of where you are in the universe. They’re also pretty. :D

– Some more costumes have been added! Here’s a sneak peek at one of those:

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– And, as always, more work’s been done on balancing things out and making the game more of a game. I promise we’ll have some more substantial, interesting daily updates really soon!

 

4th September Progress

Hey, sorry for the late update!

Yesterday we made a bunch of progress on unique NPCs. GeorgeV posted one of his creations on Twitter– The Po! One of the game’s sillier enemies, The Po lives in the sewers and they are…made of poop. So there you go. They come in a few variations, but here’s one:

Q1HKZIE

 

The cutest little poop you’ve ever seen.

Double jump was implemented, which is slightly more complicated than it sounds. One of those really simple but widely used features. We made a bunch of progress on the dungeon Armagon’s been showing off, but we’ve already shown a few screenshots of that and I’d rather not spoil the whole thing.

Today we’re largely on the same track! Working on unique monsters is especially really exciting, because it’s something we haven’t had a chance to concentrate on in awhile.

Til tomorrow!

3rd September Progress

Evening folks! Work has continued as usual today with a bunch of stuff being fixed and added across the board. Here’s a quick rundown!

– Lava now appropriately hurts you and even sets on you fire! Ouch!

– That object count just keeps on climbing! A bunch of new objects have been implemented and many others have received tweaks and improvements.

– More unique dungeon NPC progress from our artists!

– New light type added: Spotlights!

– Bug fixes and more optimization! Hooray for better framerates and cleaner sound loops!

– More dungeon work from yours truly!

Speaking as the dungeon guy, the spotlight feature (courtesy of the always-helpful Kyren) is something I’m really pleased to finally have. Essentially we can now have any light-casting object project that light in a cone, much the same way our flashlights do! It sounds like a really mundane feature, but it has opened up a wealth of possibilities in creating truly atmospheric dungeons. I mean, take a look at how much cooler I can make my ship look with just a few spotlights!

Spotlights make for a moody ship!

Up until this point all lights that could be placed in the world simply lit the area immediately around them, regardless of the appearance. I always found it a bit limiting, creatively, and often it just plain wouldn’t make sense (like having a set of floodlights that are clearly pointed one way, casting light behind them as well). It was fine for things like the fire torches that light the more archaic dungeons, but now I’m getting into some of the higher tech locales, where spotlights could and should exist.

I’ve already started putting them to good use in the dungeon I’m currently working on. A prison should be a bit ominous, and spotlights seem to be remarkably effective at creating that effect.

I'm not sure I wanna be here.

That’s probably the last sneak peek you’re going to get of this particular dungeon for a while, so I hope you guys like what you’ve seen so far!

On a personal note I’d like to thank everyone who rocked up to i49 and provided us with so much positive feedback and invaluable criticism. I did not fully appreciate how much people cared about this game until I was granted the opportunity to meet members of our community in Telford. Now, more than ever, I want to make this game the best it can be! Thank you for your continued support; it means a great deal to both myself, and the team!

Good night everybody!
Bean Daddy out!