The Last Leviathan - SuperPunkGames


Hiya Gigantic creationist fans

As some of the more diligent amongst you may have noticed, we’ve taken DLC (aka pledges) down this week as we felt that some players just didn’t understand what we were trying to do and negative impact of having them in early access it seems is just a stretch too far. They may well be back once we’ve launched though!

In other news, the level editor is coming along nicely, we’re improving the terrain generator this week which has been our focus on the code side and the artists have been creating artwork for the many blocks we’ve added.

Steve will be posting a new video detailing the new rotation function in the editor so stay tuned for that

We’ve also had some very exciting conversations with other companies this week, which I can’t talk about yet, but we are very very excited…

Have a groovy weekend y’all

SPG
ːlastleviathanː
The Last Leviathan - SuperPunkGames


Hiya Gigantic creationist fans

As some of the more diligent amongst you may have noticed, we’ve taken DLC (aka pledges) down this week as we felt that some players just didn’t understand what we were trying to do and negative impact of having them in early access it seems is just a stretch too far. They may well be back once we’ve launched though!

In other news, the level editor is coming along nicely, we’re improving the terrain generator this week which has been our focus on the code side and the artists have been creating artwork for the many blocks we’ve added.

Steve will be posting a new video detailing the new rotation function in the editor so stay tuned for that

We’ve also had some very exciting conversations with other companies this week, which I can’t talk about yet, but we are very very excited…

Have a groovy weekend y’all

SPG
:lastleviathan:
The Last Leviathan - SuperPunkGames


Hello groovy gargantuan goblins!

We have been busy basilisks this week and have been down at the develop conference in brighton, which if you’ve never been, is truly awesome!

The main feature we’ve worked on this week is the new block colouring system, which seems like a simple thing to do at first, then you get into it and it turns out it has lots of knock on effects on the various sub-systems like damage, rendering, coalescing etc! anyway, here’s a work in progress shot of where we’re at, and aptly coloured from our trip to Brighton



Other stuff wot got done:

• Sharing monsters on Steam, and all that entails!
• Alternative Ballast Tank - tries to regulate depth continuously
• Alt Air Rotor Block - Tries to regulate height above sea level
• Added 2 more Tails with more power in them so we have 3 of different powers
• Added 2 more fins with more power
• Add a 'save' & 'Clear' button to the controller block editing screen next to delete.
• Controller - needs to remember the timeline zoom setting when you go back into it each time
• Monster Block order - move 'body' subsection to front(left hand side) as these are what you want to start building with
• Level editor is now almost actually working in the build! albeit not finished...

Short update this week, have a great weekend all and see you in the deep

SPG
ːlastleviathanː

The Last Leviathan - SuperPunkGames


Hello groovy gargantuan goblins!

We have been busy basilisks this week and have been down at the develop conference in brighton, which if you’ve never been, is truly awesome!

The main feature we’ve worked on this week is the new block colouring system, which seems like a simple thing to do at first, then you get into it and it turns out it has lots of knock on effects on the various sub-systems like damage, rendering, coalescing etc! anyway, here’s a work in progress shot of where we’re at, and aptly coloured from our trip to Brighton



Other stuff wot got done:

• Sharing monsters on Steam, and all that entails!
• Alternative Ballast Tank - tries to regulate depth continuously
• Alt Air Rotor Block - Tries to regulate height above sea level
• Added 2 more Tails with more power in them so we have 3 of different powers
• Added 2 more fins with more power
• Add a 'save' & 'Clear' button to the controller block editing screen next to delete.
• Controller - needs to remember the timeline zoom setting when you go back into it each time
• Monster Block order - move 'body' subsection to front(left hand side) as these are what you want to start building with
• Level editor is now almost actually working in the build! albeit not finished...

Short update this week, have a great weekend all and see you in the deep

SPG
:lastleviathan:

The Last Leviathan - SuperPunkGames


Hello audacious anatomy voyeurs

This week’s update is brought to by the letters L & T and the sound ‘Phut-wham’

Biggest feature this week is the Build Box Toggle. YES!
Building huge beasties actually now works! This feature lets you toggle the build box limiter, so you can think and build, outside of the box (couldn't resist).

In other news, our first in a series of short informational videos is up:
S.U.P.E.R Editor Episode1
This one is all about the NEW Translate Mode in the SUPER Editor – Which allows you to move your helmblock (or anything else) in a myriad of different and interesting ways

This week's main bits:

• Build Box – Players can now build outside the limiting build box – hurrah! This is a togglable option, building outside of it reduces the progression you can do in the game. Massive ships and monsters here we come!
• New Hinge, really small one - good for when you need a really small hinge
• Scaling blocks - scale the weights/mass of the blocks as you scale them
• Tab between scale XYZ fields - dead handy
• More monster blocks added - woot!
• Level editor – now working in play mode (this probably wont get finished in time for the next update)
• Powered BUTT hinge – yes you read that right, a powered BUTT!
• Many fixes for the various new S.U.P.E.R editor modes
• Renamed ‘The Editor’ to the ‘SUPER Editor’! we love acronyms, this one stands for: Scientific Uber Progressive Epic Rotational Editor, as its now very powerful indeed and we are Super Punks
• Changed the flesh & bone material density (effects buoyancy)
• Changed the flesh & bone material density back to the original value, as that’s the correct one.
• Level editor – improvement of the terrain generation and textures
• Created a serpent like monster that animates whilst moving by using the controller block…
• Created a monster I’m tentatively calling “The Big Probe”, inserted said Big Probe into sandbox.

As always, feedback welcome

SPG
ːlastleviathanː
The Last Leviathan - SuperPunkGames


Hello audacious anatomy voyeurs

This week’s update is brought to by the letters L & T and the sound ‘Phut-wham’

Biggest feature this week is the Build Box Toggle. YES!
Building huge beasties actually now works! This feature lets you toggle the build box limiter, so you can think and build, outside of the box (couldn't resist).

In other news, our first in a series of short informational videos is up:
S.U.P.E.R Editor Episode1
This one is all about the NEW Translate Mode in the SUPER Editor – Which allows you to move your helmblock (or anything else) in a myriad of different and interesting ways

This week's main bits:

• Build Box – Players can now build outside the limiting build box – hurrah! This is a togglable option, building outside of it reduces the progression you can do in the game. Massive ships and monsters here we come!
• New Hinge, really small one - good for when you need a really small hinge
• Scaling blocks - scale the weights/mass of the blocks as you scale them
• Tab between scale XYZ fields - dead handy
• More monster blocks added - woot!
• Level editor – now working in play mode (this probably wont get finished in time for the next update)
• Powered BUTT hinge – yes you read that right, a powered BUTT!
• Many fixes for the various new S.U.P.E.R editor modes
• Renamed ‘The Editor’ to the ‘SUPER Editor’! we love acronyms, this one stands for: Scientific Uber Progressive Epic Rotational Editor, as its now very powerful indeed and we are Super Punks
• Changed the flesh & bone material density (effects buoyancy)
• Changed the flesh & bone material density back to the original value, as that’s the correct one.
• Level editor – improvement of the terrain generation and textures
• Created a serpent like monster that animates whilst moving by using the controller block…
• Created a monster I’m tentatively calling “The Big Probe”, inserted said Big Probe into sandbox.

As always, feedback welcome

SPG
:lastleviathan:
The Last Leviathan - SuperPunkGames


Hello Silly Serpent Sausages!

Ok, as part of our efforts to communicate more, here’s an update on what we’ve been doing this past week as part of the monster update

Steve has been building a narrowboat (aka barge) with the new editor features (rotate, scale, move etc) in order to test them out and ensure that they actually work like they should.
Why he chose a barge and not a frickin massive spaceship is beyond me… maybe it’s part of some master plan he’s got where a ‘sedated marketing’ plan is a genius idea and will go viral due to all the peoples of the world actually just wanting to live in a barge… only time will reveal the answer to that one! (unless you already know it, if so, comment or it doesn’t count.)

Evidence of said genius marketing barge (note



Actual working scaling in barge




Onto other work done by people who have less time on their hands:

• Helmblock for monsters has gone in, oh yes it has!
• New Combination Editor options where you can select to build a ship or a monster and get relevant blocks
• Monster Steering and Propulsion blocks (fins, tails etc) work 1st pass – nailed.
• Joint & hinges and wings now scale correctly. They didn’t before, not sure why.
• Normal maps and roughness and specular now in effect in the shaders
• Mount points now light up as you scale/rotate blocks so denote that they will ’bind’ in that location. Extremely helpful this is I can tell you!
• Typing numbers into the XYZ when scaling blocks now works properly
• Keyboard Shortcuts to build modes now work (scale, translate, rotate)
• CTRL-Z = undo – a critical feature that I can’t actually believe we haven’t implemented until now!
• Various defaults have been changed in the new modes
• Can now use the middle of the scale axis to scale ALL axis. Nice!
• Tested actually scaling a whole barge, it bloody well worked n all! Massive barges coming soon to our game!
• Load now filters ships or monsters
• Added new Squelchy SFX to the monster editor, eww
• More Monster blocks were added by art – thanks Art boys!
• Sizes of monster blocks are now standardised. For stability and general ease of placement and binding
• Various other minor bug fixes and tweaks

Steve has also started his YouTube career and will be posting educational videos about our various new features over the course of the next month, so once its live, you actually know how to use the new tools. All Hail Steve!

More next week, so tune in and stay fierce!

SPG
The Last Leviathan - SuperPunkGames


Hello Silly Serpent Sausages!

Ok, as part of our efforts to communicate more, here’s an update on what we’ve been doing this past week as part of the monster update

Steve has been building a narrowboat (aka barge) with the new editor features (rotate, scale, move etc) in order to test them out and ensure that they actually work like they should.
Why he chose a barge and not a frickin massive spaceship is beyond me… maybe it’s part of some master plan he’s got where a ‘sedated marketing’ plan is a genius idea and will go viral due to all the peoples of the world actually just wanting to live in a barge… only time will reveal the answer to that one! (unless you already know it, if so, comment or it doesn’t count.)

Evidence of said genius marketing barge (note



Actual working scaling in barge




Onto other work done by people who have less time on their hands:

• Helmblock for monsters has gone in, oh yes it has!
• New Combination Editor options where you can select to build a ship or a monster and get relevant blocks
• Monster Steering and Propulsion blocks (fins, tails etc) work 1st pass – nailed.
• Joint & hinges and wings now scale correctly. They didn’t before, not sure why.
• Normal maps and roughness and specular now in effect in the shaders
• Mount points now light up as you scale/rotate blocks so denote that they will ’bind’ in that location. Extremely helpful this is I can tell you!
• Typing numbers into the XYZ when scaling blocks now works properly
• Keyboard Shortcuts to build modes now work (scale, translate, rotate)
• CTRL-Z = undo – a critical feature that I can’t actually believe we haven’t implemented until now!
• Various defaults have been changed in the new modes
• Can now use the middle of the scale axis to scale ALL axis. Nice!
• Tested actually scaling a whole barge, it bloody well worked n all! Massive barges coming soon to our game!
• Load now filters ships or monsters
• Added new Squelchy SFX to the monster editor, eww
• More Monster blocks were added by art – thanks Art boys!
• Sizes of monster blocks are now standardised. For stability and general ease of placement and binding
• Various other minor bug fixes and tweaks

Steve has also started his YouTube career and will be posting educational videos about our various new features over the course of the next month, so once its live, you actually know how to use the new tools. All Hail Steve!

More next week, so tune in and stay fierce!

SPG
The Last Leviathan - SuperPunkGames
Hi Massive Fish Appreciation Society,

We’re wondering if you could give us some much-needed feedback on our DLC (technically its DLC as that’s the only way you can do this stuff on steam, in fact they are more like pledges on kickstarter).

Clearly a number of you don’t like the fact we have DLC (pledges) but also, clearly some of you do (as we get sales). And as we seem to get a kicking on the reviews for it, we thought we’d just ask for some feedback. So this is us asking, just in case that wasn’t clear. 😊

Our aim here is simple, to give players that want to take part, the ability to be more of a part of our game. There seems to be a mismatch in perception on what we’re trying to do and some conclusions that we’ve run out of money etc

To set that record straight: We’ve not run out of money, more is always helpful, and we are a business too, so we’re trying to find the line where we can earn money for things like food n stuff, but also keep a happy bunch of players.

So please share your opinions with us! We’re happy to turn off the DLC if it makes a difference to the majority of you, or keep it on.

DLC update
The following purchased DLC will be released with the next update:
1) Create a Pirate with Backstory & Ship Pack
2) Create a Pirate with backstory Pack

The following DLC will be released in a later update:
1) Name a Port Pack
2) Design a Block Pack

If you’ve bought DLC and not submitted your details, please do so now, so we can get it in the next update, use our KRAKEN system and sign in through Steam: https://dlc.superpunkgames.net/


Thanks for reading, an update on what we’ve been up to recently incoming later!

SPG

ːlastleviathanːː2017stickycrabː



The Last Leviathan - SuperPunkGames
Hi Massive Fish Appreciation Society,

We’re wondering if you could give us some much-needed feedback on our DLC (technically its DLC as that’s the only way you can do this stuff on steam, in fact they are more like pledges on kickstarter).

Clearly a number of you don’t like the fact we have DLC (pledges) but also, clearly some of you do (as we get sales). And as we seem to get a kicking on the reviews for it, we thought we’d just ask for some feedback. So this is us asking, just in case that wasn’t clear. 😊

Our aim here is simple, to give players that want to take part, the ability to be more of a part of our game. There seems to be a mismatch in perception on what we’re trying to do and some conclusions that we’ve run out of money etc

To set that record straight: We’ve not run out of money, more is always helpful, and we are a business too, so we’re trying to find the line where we can earn money for things like food n stuff, but also keep a happy bunch of players.

So please share your opinions with us! We’re happy to turn off the DLC if it makes a difference to the majority of you, or keep it on.

DLC update
The following purchased DLC will be released with the next update:
1) Create a Pirate with Backstory & Ship Pack
2) Create a Pirate with backstory Pack

The following DLC will be released in a later update:
1) Name a Port Pack
2) Design a Block Pack

If you’ve bought DLC and not submitted your details, please do so now, so we can get it in the next update, use our KRAKEN system and sign in through Steam: https://dlc.superpunkgames.net/


Thanks for reading, an update on what we’ve been up to recently incoming later!

SPG

:lastleviathan::2017stickycrab:



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