DevBlog – Map update, AOE damage, Steam update


Two weeks passed since the last DevBlog update and I’m sorry for that. I’m sure lots of you are waiting for more updates on Steam release since you’ve preordered the game and I have some good news about that as well.

In this development blog post:

  • AOE damage implemented
  • Reservoir map update (map from the early demo preview)
  • More polishing and bug fixes
  • Overworld and profile system updated
  • Steam submission resumed

 AOE damage implemented

CotC_AoeDamageOil urns and fireballs had no AOE (area of effect) damage for too long. That was planned from the very beginning but I never went through with the implementation. From now on, oil urns are going to be deadly for enemies, objects and for you because they will damage everything around it in some radius.

To explain a bit how it works:

Damage value on direct hit: 3 points (that’s just enough to kill spiders with one shot)
Damage value on 40-0% radius: 2 points
Damage value on 40-100% radius: 1 point.

Area of damage in action

Reservoir map update

For those of you where playing the early demo preview version, this is that map you were playing. I had to change a lot of stuff due to map format changes few months ago as well as map start and more. Map start had to change since the beginning is part of the 1st map and this is the 3rd one now. Here’s a screenshot to see the new start, nothing familiar right? ;)

Cotc_Reservoir_ThumbnailI’ve moved some secrets elsewhere to make things harder for you. I’ve also changed the boss fight a bit but I won’t spoil that for you now. General layout of the map is still there and so you won’t have problems navigatin through if you played it before in the demo. I still have to add checkpoints but honestly I’m having some troubles not making it too easy because we don’t want that, now do we? I also need to add more texts to read but I’ll leave that for the later phase.

More polishing and bug fixes

  • fireballs and oil urn explosions shakes camera and gamepad
    Shake on explosion
    I know, I know, throw player frame still missing, I’ll work on that soon.
  • more tiles drawn to add some variety to the maps
  • some new sewer graphics like doors
  • 6 months old bug where items and projectiles gfx disappeared fixed hopefully, not sure though. It’s one weird bug.

Eg. I’ve made a new staircase tiles to match the Courier’s size

Overworld and profile system updated

I’ve added some stuff to the profile like which secrets you’ve found already so when you find the exact secret again it says: “Secret already found“. I want to help completionists on their goal to find everything without going through the same secrets every time just to get that 100% done. So you can build your map perfection score over the time, round by round without going through the same secret every run.

I’ve also decided that you’ll be able to carry your ammunition with you to the next map because I don’t want to take all the ammo you’ve found in the secrets just to take it away from you at the end. So, if you make it through the map without using your ammo you’ll be able to throw an oil urn party in the next one.

Overworld got some minor gfx pieces as well as system update. From tests and updates that I’ve done it seems like it’s working well now:

  • If you quit the game and come back you’ll be placed at the map that you’ve quit
  • When you come back to the game, world map state is updated from your profile information.
  • On map finish, visual stuff unlocks

From the system side, all I have to do now is to implement locked / unlocked maps and that I block movement to locked maps. It’s a trivial matter but it still has to done.

Steam submission resumed

CotCSteamOn the left you can see the proof that Courier of the Crypts passed all the Steam paperwork and moved a step further from the Greenlight page. I already have the game in my library but I still need to set everything up and finish the game to send a build there. This month I had a lot of delays that I couldn’t act upon so the release is moving from week to week but I’m doing my best to get it up and running by the end of the month at earliest. This means I also have my Sole Proprietorship up and running so I’m officially a small businessman but I’ll have to work hard so I don’t close this up before it starts :D

Anway, this is it for the week. If you have any questions post them below in the comments section. Until next week!

DevBlog – Checkpoints, portraits and more checkpoints


I have some great news for everyone that kept dying and cursing in the Courier of the Crypts demo preview – checkpoints! I’ve implemented them and they are working now more or less. I also have some great news for those that don’t like checkpoints. Matej did an impressive update on the portraits as well.

In this Development Blog post:

  • Checkpoints and all the problems I had implementing them (technical details)
  • Consequences of dying and respawning at the checkpoint
  • Portrait updates and dialog preview
  • Ghosts arrival changes
  • Other changes / updates

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DevBlog – updates updates updates


Here I am with another update from the development. There was a weekly pause with the gamedev because life kicked in, throwing some ugly stuff in my face. Next to that, studies started and I’ll be away for almost 2 days every week so I can finish the last exam and execute fatality on the final thesis. Don’t worry though, that’s not a barrier for the game.

In this Development Blog post:

  • Main menu / options progress & updates (screenshots)
  • Overworld map selection screen progress (gif animation)
  • New Courier expression portraits (images)
  • Memories leaks & nasty Memory Bug Level 55
  • Starting a sole proprietorship
  • Bag of TODOs

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DevBlog – crypt map selection and more

blog_cotc_mapselectionAfter pre-order preparations I moved on with the development and made quite some progress. The most noticeable is crypt map selection screen design which I’ll be implementing in the next week. I also did an update on the main menu options and other minor detail additions.

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Pre-Orders UNLOCKED!


I’m happy to announce that Courier of the Crypts opened its doors for pre-orders.

Support the development by pre-ordering the game for a discounted price and gain extra perks as an early supporter. Every tier grants your name written in the credits as well as Steam key and DRM Free copy of the game when available.

>>> Check out details and PRE-ORDER today!

Pre-orders and extra perks will last until the start of the early access phase!

Early access is planned for the March 2015 with regular updates after that. Hopefully, the game will be finished in late 2015.

You can choose from 3 different tiers, each offering more perks.

cotc_preorders_tiersIf you have any further questions please let me know in the comments :)

Screenshot Saturday – Crypt jail cells


Check out animated version here
This is a tiny piece from the new map that I’ve started to work on. Players will venture into the Crypt jail cells where they’ll learn more about the cultists and their agenda. You know, crypts doesn’t really need jail cells in the first place but cultists does.

DevBlog – new character portraits in development


Back in November, when I released a demo-preview version of the game lots of people tried the game out. Most of the comments were extremely positive but there were also some critics among which, the most common one was about the character portraits. I’ve promised you that portraits will be remade and so I went on a quest for a character portrait (pixel) artist and I found the perfect one.

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Courier of the Crypts Pre-Orders opens on February 17th


In less than two weeks I’ll start accepting pre-orders for the Courier of the Crypts via Humble Store Widget. Get ready for the February 17th everyone! As I’ve mentioned previously, pre-orders will be opened until the early access release on Steam which will follow in 2 or 4 weeks max.

Why pre-ordering before the early acces?

  • Get a game for a discounted price (even lower than the early access)
  • Be in the credits as an early supporter
  • Get extra limited perks by picking silver or gold tier

All pre-orders will get Steam key once the game reaches the early-access phase. I’ll do my best to add even more options since I realize not everyone uses Steam as their primary platform.

Also, I want to use this blog post to tell you all a bit more about my plans and what will the early-access include because I’m sure you all want to know that.

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Courier of the Crypts : Pre-Orders soon


I just wanted to share this great news with all of you. Courier of the Crypts will start accepting pre-orders for the early access very soon. In the time of pre-orders, you’ll be able to pick one of 3 tiers – basic, silver, gold. Eeach one of them will offer extra perks for your purchase.

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DevBlog – main menu preview (video)


In the last few days I was working on the main menu for the first time next to some other stuff. I’ve always wanted to have a menu with great ambient where players can get immersed instantly. It was a tough call what to make for the first thing the player will see but after few sketches and mockups I came up with this idea.

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