Dec 15, 2017
Crest - an indirect god sim - Eat Create Sleep
Quick & dirty, here's what's new:
  • New animal migration behavior
  • Made saving more stable
  • A couple of smaller bug fixes including two major ones:
    • Bug that caused children to never grow up
    • Bug that caused remnants for buildings to not work properly

As you can see, we started checking off the list mentioned in The Future of Crest hence this patch contains besides bug fixes also a major improvement. Let us know below what you think of the new animal behavior. It's not completely finished yet but for now they will migrate more across the island and therefore bring a new dynamic into Crest.
Dec 15, 2017
Crest - an indirect god sim - Eat Create Sleep
Quick & dirty, here's what's new:
  • New animal migration behavior
  • Made saving more stable
  • A couple of smaller bug fixes including two major ones:
    • Bug that caused children to never grow up
    • Bug that caused remnants for buildings to not work properly

As you can see, we started checking off the list mentioned in The Future of Crest hence this patch contains besides bug fixes also a major improvement. Let us know below what you think of the new animal behavior. It's not completely finished yet but for now they will migrate more across the island and therefore bring a new dynamic into Crest.
Crest - an indirect god sim - Eat Create Sleep


Many battles have been won this week and an immense progress was made in tackling some of the very difficult to solve issues.

Community

A new patch will be released today. Johannes is still working on it with full force together with Jens but it'll come out very soon.

We'll keep it short in the Community section this week but don't worry, there will be a special blog post on Tuesday, keep a lookout for that! Also beware of our Discord channel, holiday season seems to make everyone a bit...silly.


Art

Martin
Until all of the new exciting features and revamped systems are done by code, I'm in a bit of a slump when it comes to content. Bottlenecks sometimes happen, usually for us non-programmers and especially in a procedural game.

So what we do is trying to do meaningful work that doesn't increase the workload for the programmers. I'm designing hats! Each doctrine's city leader will have their animal symbol as a hat to make it easier to know at a glance which doctrine a certain city follows.



Code

Johannes
I've been making good progress on the new water system. It's very satisfying to see it come together. I can't wait for it to be finished and working together with the rest of the game systems.

I've also done some work on today's patch release, mostly merging fixes back from the dev branch.

Jens
Most of this week I've felt like I'm making a nature documentary film. I have tweaked, continued to improved, and tested the migration behaviours of all animals. Made sure that they all migrate at appropriate times. This involves a lot of observations and documentation of data related to migration and feeding of the animals. Herbivores moves when they are out of food or if they are being hunted heavily by predators. And when they move, the predators soon migrate after.

The balancing of values will be further worked on but we can already see huge improvements in how impactful the followers are on the eco system. If followers decimate a predators food source, the predators will move to another food source that maybe already sustains another group of predators. Now two groups are hunting from the same herbivore habitat, resulting in a slow and steady collaps if one is not careful.

I also made a change to pathing to ensure that followers will now avoid walking through a hippo habitat if they can find a better way. Hopefully this will prevent the massacres we've had previously...



Johannes W
You sure have noticed in the game that followers and animals are glitching/snapping to positions when they are walking. Until now, the walking animation was dependent on a variable we call "time units". Time units are a sort of currency for how many actions a follower or an animal can do before they need to rest.

Time units are updated on a constant time interval. Walking from A to B costs the amount of time units relative to the total distance to walk. The speed in which the characters moved was determined by the animation, which made it difficult to sync the updated time units and the animations. Now, the walking animations control when time units are spent.

Tomas
I have been working with Follower & City Needs this week. The system has not been working as intended and was finally rectified.

It is a complex system of cravings and basic needs that determines followers' happiness and what they do with their free will actions. I added a bunch of debug tools so that the system is easier to balance, which should make Emelie's work easier.




Production

Marcus
This week I have been doing some playtesting and helping out with game design stuff, in addition to my ordinary work of keeping track of the project and making sure that everyone knows what they're doing. I have also started planning work for beginning of next year.
_____________________________________________________________

Have a nice weekend!
Crest - an indirect god sim - Eat Create Sleep


Many battles have been won this week and an immense progress was made in tackling some of the very difficult to solve issues.

Community

A new patch will be released today. Johannes is still working on it with full force together with Jens but it'll come out very soon.

We'll keep it short in the Community section this week but don't worry, there will be a special blog post on Tuesday, keep a lookout for that! Also beware of our Discord channel, holiday season seems to make everyone a bit...silly.


Art

Martin
Until all of the new exciting features and revamped systems are done by code, I'm in a bit of a slump when it comes to content. Bottlenecks sometimes happen, usually for us non-programmers and especially in a procedural game.

So what we do is trying to do meaningful work that doesn't increase the workload for the programmers. I'm designing hats! Each doctrine's city leader will have their animal symbol as a hat to make it easier to know at a glance which doctrine a certain city follows.



Code

Johannes
I've been making good progress on the new water system. It's very satisfying to see it come together. I can't wait for it to be finished and working together with the rest of the game systems.

I've also done some work on today's patch release, mostly merging fixes back from the dev branch.

Jens
Most of this week I've felt like I'm making a nature documentary film. I have tweaked, continued to improved, and tested the migration behaviours of all animals. Made sure that they all migrate at appropriate times. This involves a lot of observations and documentation of data related to migration and feeding of the animals. Herbivores moves when they are out of food or if they are being hunted heavily by predators. And when they move, the predators soon migrate after.

The balancing of values will be further worked on but we can already see huge improvements in how impactful the followers are on the eco system. If followers decimate a predators food source, the predators will move to another food source that maybe already sustains another group of predators. Now two groups are hunting from the same herbivore habitat, resulting in a slow and steady collaps if one is not careful.

I also made a change to pathing to ensure that followers will now avoid walking through a hippo habitat if they can find a better way. Hopefully this will prevent the massacres we've had previously...



Johannes W
You sure have noticed in the game that followers and animals are glitching/snapping to positions when they are walking. Until now, the walking animation was dependent on a variable we call "time units". Time units are a sort of currency for how many actions a follower or an animal can do before they need to rest.

Time units are updated on a constant time interval. Walking from A to B costs the amount of time units relative to the total distance to walk. The speed in which the characters moved was determined by the animation, which made it difficult to sync the updated time units and the animations. Now, the walking animations control when time units are spent.

Tomas
I have been working with Follower & City Needs this week. The system has not been working as intended and was finally rectified.

It is a complex system of cravings and basic needs that determines followers' happiness and what they do with their free will actions. I added a bunch of debug tools so that the system is easier to balance, which should make Emelie's work easier.




Production

Marcus
This week I have been doing some playtesting and helping out with game design stuff, in addition to my ordinary work of keeping track of the project and making sure that everyone knows what they're doing. I have also started planning work for beginning of next year.
_____________________________________________________________

Have a nice weekend!
Crest - an indirect god sim - Eat Create Sleep


Wait, what? Snow? In Crest?! Yes! This week has been all about water, in its liquid as well as in its solid form.

Community

You will read a lot about Crest's water system in this blog. What that means in short: We redirected almost all resources to improve the performance issues Crest has to make it run much smoother.

What does the water have to do with the performance issues? Although invisible to you at the moment, water is the main resource in Crest. Every island consists of thousands of tiles and each tile has it's own water-level, which gets constantly updated by the system. This worked fine in the beginning, when there was only one island and not so much stuff happening in the world, but it didn't scale well over time and needs to be reworked now.


Art

Martin
I've been spending this week with working on the new feedback for the water system. It's always been hard to see how the water works in Crest, and since it's such a critical resource we want it to be more clear.

In real life clouds dump their water on the mountains as snow, which later melts and become rivers. There's not as much snow on the African continent as on others and this is where a bit of abstraction comes in. We'd rather have an easy to understand game than 100% realism. The mountain works like a batter, the more snow there is the more water can be "taken" to the rivers by nature. Below you can see a mockup of this new system.



Emma
This week has been all about doing mockups for UI in the game. We're doing some small changes to make it easier to navigate and understand it, making it more convenient for the players to use it. For example, below, you can see the new mockup to the left which will be replacing the current spider chart to the right. The new system with bars will make it easier for players to just throw a glance at the City Needs, to immediately know which need is in danger.



Code

Johannes
This week the other programmers and I sat down to figure out how we should fix the water system. The water system has always been kind of broken, and we've tried to fix it several times to no avail. So this time we decided to rethink it from the ground up.

The solution we came up with should allow for more dynamic changes of the environment, and should be a lot less demanding on performance. So I'm very happy about that. We'll see how well it works once it's actually implemented :)


Johannes W
I participated on the discussion for the new water system during the beginning of the week and I think the new changes will make a big difference to the game, which I'm personally excited about.

The programming stuff for me this week included updating migration for both followers and animals in Crest. The followers now migrate only from commandments by the player and not by their free will. The animals now migrate to new habitats based on a grid layout on the islands. The reason for this is to have more control over where animals migrate compared to before, where a lot of randomization was used.

Another reason is for optimization. For example, when a herd of antelopes wants to migrate, we can search through each center tile in the grid and make basic assumptions where they don't want to move, for example the jungle or how far they can migrate. Then we can search the area around the center tile and make other more specific assumptions.

These updates on the migration system are just on a early stage and may be updated later. However, the new water system will have a big impact on migration for followers and animals and therefore we want to have a lot of control when we later have to create a good balance.

Jens
This week I have been cooperating with Johannes W to fix the migration of animals. At first I started to increase the affect herbivores have on their environment. If the number of animals in a habitat gets too big, they will drain the soil for resources. When they can no longer find food, they will try to find a new area for their habitat.

The result is that we will see animals moving more across the island. And where the herbivores move, the carnivores will follow. The aim is to get islands that feel more dynamic and ever-changing. I still need to wait for the reworked watersystem before I can finish, since it is so closely tied to how animals eat and find suitable habitat areas.



Tomas
At the start of this week I was mostly involved in design discussions. One major discussion was regarding the water system in Crest and how to improve it to affect gameplay and performance in positive ways. We found a solution that should do both.

At the end of the week I have been reworking the season system to allow for harsh and mild conditions. This required a rework of how seasons are queued and changed. It can now be balanced more easily and dynamically.

Design

Emelie
This week have been busy for me, I don't think that I have been involved in so many different things in one week before. It all started with the redesign of the water system because it has never really worked properly, this will make the nature part of Crest have more consequences.

We also discussed the new look of the city needs since the spider chart could be a bit difficult to read at times, hopefully the changes will make it more clear to the player what is going on.

After we had finished those discussions, I moved on to make the design for the berry bushes. We want to pace the game in the beginning a bit better because farms are too powerful. It feels more natural to have a hunter/gatherer society at first and then evolving into farming when they got enough knowledge. I hope this will make it more interesting, as with all the things that we have planned to fix.


Production

Marcus
This week I have been busy with introducing a new planning platform and making sure that everything is up to date and that everyone understands how to use it. It will be an iterative process in how we will be handling everything going forward but the team seems to like it so far.

_____________________________________________________________

Have a nice weekend!
Crest - an indirect god sim - Eat Create Sleep


Wait, what? Snow? In Crest?! Yes! This week has been all about water, in its liquid as well as in its solid form.

Community

You will read a lot about Crest's water system in this blog. What that means in short: We redirected almost all resources to improve the performance issues Crest has to make it run much smoother.

What does the water have to do with the performance issues? Although invisible to you at the moment, water is the main resource in Crest. Every island consists of thousands of tiles and each tile has it's own water-level, which gets constantly updated by the system. This worked fine in the beginning, when there was only one island and not so much stuff happening in the world, but it didn't scale well over time and needs to be reworked now.


Art

Martin
I've been spending this week with working on the new feedback for the water system. It's always been hard to see how the water works in Crest, and since it's such a critical resource we want it to be more clear.

In real life clouds dump their water on the mountains as snow, which later melts and become rivers. There's not as much snow on the African continent as on others and this is where a bit of abstraction comes in. We'd rather have an easy to understand game than 100% realism. The mountain works like a batter, the more snow there is the more water can be "taken" to the rivers by nature. Below you can see a mockup of this new system.



Emma
This week has been all about doing mockups for UI in the game. We're doing some small changes to make it easier to navigate and understand it, making it more convenient for the players to use it. For example, below, you can see the new mockup to the left which will be replacing the current spider chart to the right. The new system with bars will make it easier for players to just throw a glance at the City Needs, to immediately know which need is in danger.



Code

Johannes
This week the other programmers and I sat down to figure out how we should fix the water system. The water system has always been kind of broken, and we've tried to fix it several times to no avail. So this time we decided to rethink it from the ground up.

The solution we came up with should allow for more dynamic changes of the environment, and should be a lot less demanding on performance. So I'm very happy about that. We'll see how well it works once it's actually implemented :)


Johannes W
I participated on the discussion for the new water system during the beginning of the week and I think the new changes will make a big difference to the game, which I'm personally excited about.

The programming stuff for me this week included updating migration for both followers and animals in Crest. The followers now migrate only from commandments by the player and not by their free will. The animals now migrate to new habitats based on a grid layout on the islands. The reason for this is to have more control over where animals migrate compared to before, where a lot of randomization was used.

Another reason is for optimization. For example, when a herd of antelopes wants to migrate, we can search through each center tile in the grid and make basic assumptions where they don't want to move, for example the jungle or how far they can migrate. Then we can search the area around the center tile and make other more specific assumptions.

These updates on the migration system are just on a early stage and may be updated later. However, the new water system will have a big impact on migration for followers and animals and therefore we want to have a lot of control when we later have to create a good balance.

Jens
This week I have been cooperating with Johannes W to fix the migration of animals. At first I started to increase the affect herbivores have on their environment. If the number of animals in a habitat gets too big, they will drain the soil for resources. When they can no longer find food, they will try to find a new area for their habitat.

The result is that we will see animals moving more across the island. And where the herbivores move, the carnivores will follow. The aim is to get islands that feel more dynamic and ever-changing. I still need to wait for the reworked watersystem before I can finish, since it is so closely tied to how animals eat and find suitable habitat areas.



Tomas
At the start of this week I was mostly involved in design discussions. One major discussion was regarding the water system in Crest and how to improve it to affect gameplay and performance in positive ways. We found a solution that should do both.

At the end of the week I have been reworking the season system to allow for harsh and mild conditions. This required a rework of how seasons are queued and changed. It can now be balanced more easily and dynamically.

Design

Emelie
This week have been busy for me, I don't think that I have been involved in so many different things in one week before. It all started with the redesign of the water system because it has never really worked properly, this will make the nature part of Crest have more consequences.

We also discussed the new look of the city needs since the spider chart could be a bit difficult to read at times, hopefully the changes will make it more clear to the player what is going on.

After we had finished those discussions, I moved on to make the design for the berry bushes. We want to pace the game in the beginning a bit better because farms are too powerful. It feels more natural to have a hunter/gatherer society at first and then evolving into farming when they got enough knowledge. I hope this will make it more interesting, as with all the things that we have planned to fix.


Production

Marcus
This week I have been busy with introducing a new planning platform and making sure that everything is up to date and that everyone understands how to use it. It will be an iterative process in how we will be handling everything going forward but the team seems to like it so far.

_____________________________________________________________

Have a nice weekend!
Dec 1, 2017
Crest - an indirect god sim - Eat Create Sleep
We got a small patch for you fixing some of the bugs we encountered:

• War bug fixed.
• "Toggle all" button in Chronicler screen now works properly
• Updated Diplomacy window
• Skeletons now actually disappear eventually
• Minor UX and gameplay bugs fixed

More infos about the specific bugs can be found in our latest Dev Blog. The next patch will bring a few more changes but since it's only been three days since we launched the community module, we decided to rather release this smaller fix instead of holding it back for no reason.
Dec 1, 2017
Crest - an indirect god sim - Eat Create Sleep
We got a small patch for you fixing some of the bugs we encountered:

• War bug fixed.
• "Toggle all" button in Chronicler screen now works properly
• Updated Diplomacy window
• Skeletons now actually disappear eventually
• Minor UX and gameplay bugs fixed

More infos about the specific bugs can be found in our latest Dev Blog. The next patch will bring a few more changes but since it's only been three days since we launched the community module, we decided to rather release this smaller fix instead of holding it back for no reason.
Crest - an indirect god sim - PatrickECS


Before the Community Module is after the Community Module - after some stressful days of panicking, we return to squashing bugs in a more relaxed manner. This week we go a bit more into the specific problems we encountered while doing so.

Community

The Community Module finally arrived! How do you like all the new features and changes we implemented so far? Today we'll release the first patch fixing some of the bugs and afterwards we'll continue releasing patches every 2-3 weeks, while also working on the improvements we talked about in The Future of Crest.

Also, our new trailer could definitely need some more love, check it out if you haven't yet:

https://www.youtube.com/watch?v=egP9grBQr3w

Art

Martin
What a week! It jumpstarted with finishing the trailer. Even if you plan carefully sometimes not everything fits, and some things don't turn out as you expected. Then you have to improvise, like I had to do this time, and usually it can lead to a better result. Careful planning and spur of the moment inspiration works best for me. Hope you like the new trailer!



Emma
This week has been all about finishing trailer, this time animating the rest of the scenes. I've been struggling with a running cycle, as the NLA editor doesn't wanna cooperate when I'm locking the hands to a tablet they're holding. So, I had a small mental break-down and started working on the slightly easier scenes, with mostly poses with slow movement (and no evil tablets!).



Code

Johannes
This week I've been completely focused on making saves work. The build on Steam that we released this Tuesday is fairly stable with regards to saves, but there's still a few issues that I've been ironing out.

Jens
After the release of the community module I have been working on fixing the bugs we found while testing. The two main concerns for me were terraforming and war.

Terraforming stopped working due to a problem with how spaces were delegated around the city. Monuments and expertise buildings claimed a lot of room causing terraform projects to fail. While working on getting it to behave nicely I also made some other improvements, for example terraformers now gather water from sources closer to the terraform project.

We saw that war had problems with cities constantly attacking each back and forth. Now they have a longer "cooling off period", and are not as eager to start a war if they have just been in one. There was also an issue with the commandment "... produce war" causing cities to start wars back to back that is fixed in today's update.



Johannes W
My week has been about fixing bugs. It included updating filter toggles in the Underworld, updating GUI for different screen resolutions, limiting the amount of messages from the Bulletin Board (the thing that shows the player events that happen in the game), and more.

I did also make remnants from dead animals and followers disappear after a time. We realized that the islands turned into graveyards of dead bodies if remnants weren't removed. We want traces to be left in the world, but for right now, removing remnants after a while appeared to be the best solution.

Tomas
This week I began with fixing general bugs in the game. Then I was play testing and quality assuring, trying to find more bugs and issues. After the release of the community module I have once again been fixing bugs.

One bug, that I just now squished, had to do with building placement. Several buildings had a tendency to clip into each other, mostly expertise buildings and monuments. This should now be resolved and will be included in an upcoming patch.



Design

Emelie
Playtesting, playtesting and more playtesting is what I have been doing this week. The days have flown by and it takes a lot of time and effort to try and reproduce certain bugs that are annoying to have.

It's also an illuminating experience as I can see, as a game designer, how my systems work or not work as intended which will be really useful to know for when we finish Crest. It's also really clear after all these days of playtesting that balancing has been neglected for way to long, this will be next on my list of things to do.


Production

Marcus
This week was a major update week, so I've been busy with making sure that the community update was as smooth as possible, and I've also been organizing a follow-up patch that we will roll out today. Apart from the update my time has been spent with setting up our new planning tools and what priorities we have in production going forward towards the next milestone for Crest.

_____________________________________________________________

Have a nice weekend!
Crest - an indirect god sim - Patrick


Before the Community Module is after the Community Module - after some stressful days of panicking, we return to squashing bugs in a more relaxed manner. This week we go a bit more into the specific problems we encountered while doing so.

Community

The Community Module finally arrived! How do you like all the new features and changes we implemented so far? Today we'll release the first patch fixing some of the bugs and afterwards we'll continue releasing patches every 2-3 weeks, while also working on the improvements we talked about in The Future of Crest.

Also, our new trailer could definitely need some more love, check it out if you haven't yet:

https://www.youtube.com/watch?v=egP9grBQr3w

Art

Martin
What a week! It jumpstarted with finishing the trailer. Even if you plan carefully sometimes not everything fits, and some things don't turn out as you expected. Then you have to improvise, like I had to do this time, and usually it can lead to a better result. Careful planning and spur of the moment inspiration works best for me. Hope you like the new trailer!



Emma
This week has been all about finishing trailer, this time animating the rest of the scenes. I've been struggling with a running cycle, as the NLA editor doesn't wanna cooperate when I'm locking the hands to a tablet they're holding. So, I had a small mental break-down and started working on the slightly easier scenes, with mostly poses with slow movement (and no evil tablets!).



Code

Johannes
This week I've been completely focused on making saves work. The build on Steam that we released this Tuesday is fairly stable with regards to saves, but there's still a few issues that I've been ironing out.

Jens
After the release of the community module I have been working on fixing the bugs we found while testing. The two main concerns for me were terraforming and war.

Terraforming stopped working due to a problem with how spaces were delegated around the city. Monuments and expertise buildings claimed a lot of room causing terraform projects to fail. While working on getting it to behave nicely I also made some other improvements, for example terraformers now gather water from sources closer to the terraform project.

We saw that war had problems with cities constantly attacking each back and forth. Now they have a longer "cooling off period", and are not as eager to start a war if they have just been in one. There was also an issue with the commandment "... produce war" causing cities to start wars back to back that is fixed in today's update.



Johannes W
My week has been about fixing bugs. It included updating filter toggles in the Underworld, updating GUI for different screen resolutions, limiting the amount of messages from the Bulletin Board (the thing that shows the player events that happen in the game), and more.

I did also make remnants from dead animals and followers disappear after a time. We realized that the islands turned into graveyards of dead bodies if remnants weren't removed. We want traces to be left in the world, but for right now, removing remnants after a while appeared to be the best solution.

Tomas
This week I began with fixing general bugs in the game. Then I was play testing and quality assuring, trying to find more bugs and issues. After the release of the community module I have once again been fixing bugs.

One bug, that I just now squished, had to do with building placement. Several buildings had a tendency to clip into each other, mostly expertise buildings and monuments. This should now be resolved and will be included in an upcoming patch.



Design

Emelie
Playtesting, playtesting and more playtesting is what I have been doing this week. The days have flown by and it takes a lot of time and effort to try and reproduce certain bugs that are annoying to have.

It's also an illuminating experience as I can see, as a game designer, how my systems work or not work as intended which will be really useful to know for when we finish Crest. It's also really clear after all these days of playtesting that balancing has been neglected for way to long, this will be next on my list of things to do.


Production

Marcus
This week was a major update week, so I've been busy with making sure that the community update was as smooth as possible, and I've also been organizing a follow-up patch that we will roll out today. Apart from the update my time has been spent with setting up our new planning tools and what priorities we have in production going forward towards the next milestone for Crest.

_____________________________________________________________

Have a nice weekend!
...