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)
After 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.
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.
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.
In the last month, Courier of the Crypts got lots of exposure from gaming sites, blogs, Indiegogo, Steam Greenlit, streamers, youtubers, which is really great but there was one problem – misconceptions. It looks like I did a bad job at marketing not making it clear what my game is really about. Maybe that’s another reason that Indiegogo campaign failed? In this article I’ll try to cover the most common misconceptions that I’ve noticed.
With early preview demo release of the Courier of the Crypts I found out there is this rendering bug on some systems where stuff got rendered over the player sprite while it should be under it. Z-rendering & sprite ordering were playing tricks on me.
I was relying only on Z value of sprites instead of drawing them in the correct order. It worked on most of the systems but sytems with integrated graphic card had the mentioned problem. I had to add sorting to the sprite manager and I simply removed
disabled the Z-rendering since I don’t really need it for the game. I also used this chance to change and add quite some stuff to the engine.
Few days ago, on 11th of November, the Indiegogo campaign for the game failed with only 33% funded (3,342€). Like some of you I’m a bit bitter about the outcome of the campaign as well. Was I prepared for fail? Of course, but I’m optimistic type of the person and I had high hopes for the game. For about a week or so I disappeared to relax from 2 months of rush, to get my mind straight and prepare for the future. I got many messages asking weather I’m ok. Yes, I’m ok and ready to kick ass, thanks for your concern smile
This is just one failure of many yet to come. Let me remind you that great things also happened ;)
One busy week is around and I have few things to show. Maybe not that much directly from the game but it’s all for the sake of the game.
Nothing changed, I’m still working on the map design and drawing additional tiles by need. Actually I’ll be doing this quite regularly from now on since content represents the biggest part of the game’s empty progress bar.
Result of pixelating and map design
That’s how the realized concept from the papers above look like in the game. For now it may look really static but let me tell you it will get wild in there. Earthquakes, pillars shattering real-time (did you think that pillar over the black hole tore down by itself?)…yeah, there may be no enemies but it’s meant to be that way.
It took you so long just to make all that? Erm…yes, well, tiles I’m using for that map weren’t done, I had nothing but basic walls and floor so I had to add details, make more block-walls and broken pieces, wall / floor variations etc. That and webpage design which follows.
New webpage under construction
Why would you want to work on a new webpage while your game needs more content, gameplay video and demo??? You have a point there, you do but let me explain. Current webpage is old and I’ve made it quite quickly for I had to point newcomers somewhere to learn more about game. It served it’s purpose well but I have to move on now to make place for other stuff as well like “PRESS”. If someone wants to write about my game I don’t wan’t him / her to look around for stuff, I just want to give them everything they need on one spot. Then there is special are for media and support as you can see from the image below. Also, what’s very important to me – fresh new look with mouse-over eyecandies, cool social grave stones and more.
Webpage may get released in about 2 weeks with new video teaser if anyone wonders. I’m still trying hard to get a hang of time-management so that time-frame may get extended. Yaiks!
Anyway, that’s it for the week, I’ll have gif animations for you next time ok? Have fun and I hope you like today’s wednesday recap.
Hello again my dear readers and passers-by. You know how the drill goes – I show you what I was working on, give you some excuses why I don’t have more to show and complete everything with nice cute gif animation (to forget those excuses…). So here we go.
Of course, I’ll start with this one to get your attention (it may take a while to load). I got quite few requests lately to show some more gameplay. I know there is mostly ambient that I’m showing off but I’ll do my best to show something more “interesting” from now on.
This animation answers one question – What happens when your light goes out?
Spiders feel your vulnerability and starts chasing you of course. If you have enough oil urns with you and a good aim you’ll be safe though. Just watch out when you lower your torch, will you?
In previous post I mentioned my problems with sound editor I was preparing for the game. And you know what?
Yep, FMOD is free for indie projects (with revenue < 100.000$). I know I’ve switched sound engine / library many times but I really need that special effects and FMOD offers good cross-platform compatiblity + lovely sound editor which I WON’T have problems with. It’s totally worth it I take it. I’m making my move this weekend – I’ll ask FMOD out for a hot date.
Time time time, excuses, school, excuses, time time….
Those of you who are following me on twitter have already heared about my study frustrations. I have 2 lectures left at the University before I finish it for good and guess what? Those two are as interesting as hard and time consuming. I even had to take tuesday off from the day job to attend all the lectures and lab practices. To fill that whole in my work schedule, I’ll have to work one day in the weekend to bring everything in. I’ve tried without that plan but I was deadly frozen without hearing those lectures at the university. This will go on for next 2 months until the exams. I really have to get rid of these last two weasels for good. Courier of the Crypts will be developed by my best efforts in this time. Maybe one of the big issues is time management which I’m fighting with. Sometimes I simply fail on that area. Sorry in advance for less cool stuff but just for a short time.
I’m working on my maps normally and implementing missing stuff from my previous version of the game. You see, I have many game objects implemented but not in the current version so I’m moving stuff to the new project by need.
I use my university Tuesdays as efficiently as I can. When I have breaks, small or big, I try to sketch stuff to my notebook. I already have some really cool parts of the maps with events planned and I just can’t wait to implement everything.
Oh right, notebook! I got this cool gift from my friend you see. It’s a really cool looking notebook actually and on the first page he wrote something like this in translation:
“There is no courier without a letter like there is no game developer without a notebook. May this notebook be filled with the craziest ideas which will help you through all the crypts you’re entering”
If you are reading this, thanks again, that was one awesome gift!
We all like to talk about the future yet we don’t know what will it bring. In my case I can at least preddict it to some degree. I’m making some major changes and moves in my life that’ll give me tons of time for the game. One fact is that I’ll finish with all the lectures at the University forever or at least I don’t have any plans to continue my study. There are few others things I’ll reveal very soon but that big change is comming in matter of few months.
I just want to thank you all once again for all the support / comments / sharing / caring…you’re the main reason I’m pushing everything forward regardless of all the life situations (and my own mind) that try to hold me back sometimes. Stay cool!
I’ve skipped one wednesday recap but I didn’t leave you empty handed. Last time I did a nice post featuring first music pieces for the Courier of the Crypts (and video with the scenes from the game to accompany the music) – check it out here.
As most of you know I’m working on the short playable demo to get some feedback. Demo will include storyline map + 1-2 fully playable maps. I still need some basics done like audio system as well as maps. I can’t stress enough how important is the ambient and just because of that it takes time.
Since I’ve decided with Zdravko to add special effects like reverb, distorstion etc. and audio editor so we can test and add sounds to the game without coding I put some extra time into that. I wrote Sound Editor in C# because working with custom UI in C++ is pain in the ass. I’m using primitive method – I save everything to file which is then used in the game to load / reload sound data.
I found one problem along the way though – saving structures in C# and using them in C++. I’m quite a n00b when it comes to C# and therfore I’m not familiar with all the tricks. One evening I left the issue alone and moved back to map design. I found a possible solution to that but I yet have to implement it. Game part of the audio is mostly done as well as sound editor. Only thing that has to be done is connection. Next week maybe?
I do more pixel art when need for that arises. I don’t have huge list of stuff I need to pixel for the maps. I have rough list that I do as soon as posible but after that, I just go and start making maps and if I need something, I place those pixels around. Here are few pices that were done.
I was pimping out a map where you get your torch and…anyway, here is the animated gif just for you. You saw this scene before but not in animated state I take it? And there is a stained glass behind the old man now. Also, walls got higher and changed.
This map still has some sequences that needs to be scripted so I’ll be doing this next (right after I finish that audio system anyway). It’s interesting in game development how simple can a scene like that looks like yet I have to write a dialogue with the old man, make that moment when you grab a torch special, move that old man to unlock the doors when you pick the torch…well, you know, it can take lots of time. Lots of time for 1 minute of gameplay. One learns to appreciate games that way.
We’re having a small Slovenian Game Developer event and I’ll have short presentation of Courier of the Crypts from start to the present. I’ll make a video of changes through many builds. That should be fun smile