Hey everybody! It's incredible that I’m writing these words. The last dev diary post! Or better: the last dev diary posts until the full release! Anyway, this journey is now complete. Now there will be updates, porting, whatever… but ALBEDO IS OUT IN FULL RELEASE! I can’t believe it!
Changelog for full release:
Dubbing (U.S.A. Voice acting)
Inventory improved
Balancing tuning
Minor bug fixing
Thanks to all of you that played my game in early access (YES, Early Access was useful!), it helped me to make the game better, to better understand the perfect balance between my idea of the game and yours.
Thanks to Sam Sundholm for his US voice; and thanks to Jake Parr for his UK theatrical voice; thanks (infinitely) to James de Silva for his continuous technical/testing support; thanks to Caleb for helping us to translate in Espanol! Thanks to Smithfield for helping us to translate in Français! Thanks to Ivan for his production help; thanks to Max Di Fraia for his music; thanks to Luke and Joanne of Merge Games for publishing and scottish whisky! And Francesco Aloisi, Danilo Egizio and Gerardo Verna for graphics support! I did it, incredible. I’m a different person now, really. Now I don’t salute you saying "back to the cave". Now I can say "Let’s go in via del Pratello to party with all my friends and drink tons of beer!" (tagliatelle al ragù. Not sushi, please)
ROCK 'N' ROLL AND PLAY ALBEDO EYES FROM OUTER SPACE!!!
Hey everybody! It's incredible that I’m writing these words. The last dev diary post! Or better: the last dev diary posts until the full release! Anyway, this journey is now complete. Now there will be updates, porting, whatever… but ALBEDO IS OUT IN FULL RELEASE! I can’t believe it!
Changelog for full release:
Dubbing (U.S.A. Voice acting)
Inventory improved
Balancing tuning
Minor bug fixing
Thanks to all of you that played my game in early access (YES, Early Access was useful!), it helped me to make the game better, to better understand the perfect balance between my idea of the game and yours.
Thanks to Sam Sundholm for his US voice; and thanks to Jake Parr for his UK theatrical voice; thanks (infinitely) to James de Silva for his continuous technical/testing support; thanks to Caleb for helping us to translate in Espanol! Thanks to Smithfield for helping us to translate in Français! Thanks to Ivan for his production help; thanks to Max Di Fraia for his music; thanks to Luke and Joanne of Merge Games for publishing and scottish whisky! And Francesco Aloisi, Danilo Egizio and Gerardo Verna for graphics support! I did it, incredible. I’m a different person now, really. Now I don’t salute you saying "back to the cave". Now I can say "Let’s go in via del Pratello to party with all my friends and drink tons of beer!" (tagliatelle al ragù. Not sushi, please)
ROCK 'N' ROLL AND PLAY ALBEDO EYES FROM OUTER SPACE!!!
The voice acting comes from our friend Jake 'The Voice' Parr, a skillful actor! Soon we’ll tell you more...and soon you’ll be playing Albedo with the super-amazing voice of Longy!
And by the way; a postcard from a sweet place in Jupiter Station...you'll see a lot of funny friends to take a picnic with!
The voice acting comes from our friend Jake 'The Voice' Parr, a skillful actor! Soon we’ll tell you more...and soon you’ll be playing Albedo with the super-amazing voice of Longy!
And by the way; a postcard from a sweet place in Jupiter Station...you'll see a lot of funny friends to take a picnic with!
Yes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published!
Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve.
The history of Albedo difficulty level: Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it.
Anyway: For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be. A game developer is nothing without players.
I admit: I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you!
So, 3+1 words: surrender to reality, Z4G0.
OK. YESTERDAY: The game was too difficult. TODAY: Now it is less difficult, I hope. I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate! Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels.
Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on.
As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action.
What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes. Now I try to put my mind at ease, hoping that more people like ALBEDO :)
NOW: In the upcoming weeks I’ll update the game till the final release. In the current version, some of difficulty issues were fixed…In the coming update, lots of hints, texts and descriptions have been changed to smooth the learning curve. The first room should be a lot of easier to pass now. BTW Let me know, specifically, what you think about difficult. Give me suggestions advice. Be part of development with me. The ancient meaning of ‘Early Access’ was this one. I believe in it.
Immediately after this DEV DIARY, I'll post to collect specific suggestions about difficulty level. It is always difficult to close a post, I love to write for you and receive your feedback, but the cave is calling me. I have to finish ALBEDO.
Time is running out, but now I have a time machine! ROCK’N ROLL and HF!
Yes, everybody! That’s it! I'm starting to see the light! A few weeks (no more than 99+! Joking :P ) and the full release will be published!
Down here in the cave, life is tough, believe me! I’m working hard (at the moment I’m creating the LAST level -freakin’ amazing honestly!) but in the last weeks, as some of you know, I also re-worked the GUI and learning curve.
The history of Albedo difficulty level: Easy to tell. I wanted to do an old-school game. A difficult game. Does anyone remember those games where you have to spend lots of time and make many attempts, trying to solve a puzzle or a level? I do. I loved these kinds of games. A real challenge for my brain. Honestly, I don’t like the drift of games to a super-easy level so much; where the player gets to win at any cost. I grew with video games that would punch me with their difficulty; and yes, I liked it.
Anyway: For this, me, Luke and Ivan decided to release on Early Access. To get thoughts on this thing. To understand which level of difficulty, you (my beloved players) prefer. How the game needs to be. A game developer is nothing without players.
I admit: I wanted to develop a difficult game. But I didn’t think about how you nowadays players have a lot of things to do, games to play, billions of new ones every day (A rhyme! I have to write a song about it!). And I have to offer you the best game experience in the time you’ll spend playing my game. My aim is not to waste your time. My aim is to provide entertainment, and to create a wonderful new 60's Sci-Fi experience around you!
So, 3+1 words: surrender to reality, Z4G0.
OK. YESTERDAY: The game was too difficult. TODAY: Now it is less difficult, I hope. I listened to a lot of you players, I read a lot of reviews. As you know we worked a lot with the community, on the Community Hub Especially James, thank you mate! Now you have to choose the difficulty level before starting the game: Obviously, you’ll able to change it during the same game. If you play in HARD MODE, then you won’t find tips and suggestions and hint systems and help buttons and mummy cleaning your brain leaks :D If is too difficult, you should try easier levels.
Specifically, mini-games are/were honestly difficult. Ten thousand years ago, when I started developing Albedo; I decided to create special new mechanics. In my humble opinion quite original ones. NOW, you can decide (in EASY mode) to skip them. If you really are in crisis (or you don’t want to spend your time on it), you’ll be able to skip it. AS IVAN DOES (monkey player). Also, I’m adding hints directly from John T. Longy. “Maybe I’ve got to do this” “Perhaps I’ll do that” and so on.
As ALBEDO is an Adventure-Escape the Room-FPS crossover, it’s not easy to fit all players’ expectations and skills in one way. So the game lets you tune two difficulty levels (under OPTIONS/GAME): Adventure and Action.
What a pain, the first 3-4 negative reviews :( I was waiting for them, as it is impossible to have none, especially when player’s number grow. But my heart sunk, I cried a lot of tears from my lonely eye! No…that’s not true...I have 2 eyes. Now I try to put my mind at ease, hoping that more people like ALBEDO :)
NOW: In the upcoming weeks I’ll update the game till the final release. In the current version, some of difficulty issues were fixed…In the coming update, lots of hints, texts and descriptions have been changed to smooth the learning curve. The first room should be a lot of easier to pass now. BTW Let me know, specifically, what you think about difficult. Give me suggestions advice. Be part of development with me. The ancient meaning of ‘Early Access’ was this one. I believe in it.
Immediately after this DEV DIARY, I'll post to collect specific suggestions about difficulty level. It is always difficult to close a post, I love to write for you and receive your feedback, but the cave is calling me. I have to finish ALBEDO.
Time is running out, but now I have a time machine! ROCK’N ROLL and HF!
Hi Everyone, we really hope you're enjoying the game. Time for another update!
Screenshot from the latest update, he looks harmless....:
Some of you have expressed concerns that the game is still a little difficult. The game now comes with a multitude of features to allow easier navigation.
We are always open to your thoughts, please let us know what you think about the difficulty, controls, anything - in the community hub. :)
More cool, eerie sci-fi interiors to explore!:
Changelog:
- Cave level ending, meet a SILICON alien. - New level: The Warehouse. - New minigame: Circuit. - Difficulty selection modal screen on new game. - Direction arrow for hightlighted objects in easy mode. - User defined shortcuts for action navigation ( Options/controls/shortcuts ) - Scroll handle in load game list - Delete savegame function ( Right click or DEL on save game slot in load game list) - Fix texts in 5:4 aspect ratio resolutions. - No more flickering on temporal dilation tool. - "Climb" action to go up on platform in Sewer level. - Main goal text in pause menu. - Fix clipping in Boiler room - Fix white paper under torch light - Fix bug of "turn off generators" goal. - Other minor bug fixes
Thanks again everyone, here's some gifs of the game to whet your appetite!
Hi Everyone, we really hope you're enjoying the game. Time for another update!
Screenshot from the latest update, he looks harmless....:
Some of you have expressed concerns that the game is still a little difficult. The game now comes with a multitude of features to allow easier navigation.
We are always open to your thoughts, please let us know what you think about the difficulty, controls, anything - in the community hub. :)
More cool, eerie sci-fi interiors to explore!:
Changelog:
- Cave level ending, meet a SILICON alien. - New level: The Warehouse. - New minigame: Circuit. - Difficulty selection modal screen on new game. - Direction arrow for hightlighted objects in easy mode. - User defined shortcuts for action navigation ( Options/controls/shortcuts ) - Scroll handle in load game list - Delete savegame function ( Right click or DEL on save game slot in load game list) - Fix texts in 5:4 aspect ratio resolutions. - No more flickering on temporal dilation tool. - "Climb" action to go up on platform in Sewer level. - Main goal text in pause menu. - Fix clipping in Boiler room - Fix white paper under torch light - Fix bug of "turn off generators" goal. - Other minor bug fixes
Thanks again everyone, here's some gifs of the game to whet your appetite!