Clickbait ftw! I just wanted to write a bit about how in the first DLC (which is basically a 2nd Supraland game) you will see what I (now we) learned since the first game and where we increased the production value.
You cannot compare both games directly, because their general structure is significantly different. It is still very familiar for Supraland veterans but a lot should feel really fresh. Which I hope is kind of the perfect formula for a sequel. Enough familiarity but also enough new stuff. The core abilities are the same though (plus some variations), that's why we felt more comfortable releasing it as a DLC rather than a standalone game. It also does not tutorialise as hard as you would expect from a standalone game.
Here are the biggest changes:
- The world is much denser in DLC1. It is smaller, but there is much more stuff everywhere. In the first game the world is bigger but also much emptier. Red Town was the only very dense place. I find a high density much more appealing and in general better game design.
- The dialogue writing is much more interesting. There are stories playing out in the world now, while in the first game there was pretty much nothing. Narration for Supraland is tricky, because you don't want to interfer too much with the player's freedom and agency, which is the core of the game.
- The NPC characters are more fleshed out and interesting, compared to the random throwaway hint-givers from the maingame.
- The production value is higher when it comes to animations. You will see some cool animations here and there that we made just for an easter egg for example. Same for some elaborate assets that were built just for one little joke.
- It's pretty much all new assets. You will barely see assets repeating from the first game.
- There are more cutscenes, but we are honestly not quite sure yet how much we like it. During development you completely lose your senses for this kind of stuff. Some of these cutscenes take the control away from you for a moment, which is something I prefer to avoid, but sometimes there is just no other way because you must see certain things and we can't allow you to look the other way or run away. But these scenes are like 1% of the full playtime.
- A big difference is that the world design is now much more clearly a miniature world. When the first game was started, it was not supposed to be a small world. I got that idea when I was halfway through, so a lot of the game is not really built with big things. This time around it's pretty obvious.
- Combat is very minimal and barely noticeable. I know combat is the most controversial thing in the first game. But everyone saying "get rid of combat alltogether" is wrong. It has big effects on exploration rewards, on the entire atmosphere and other things. So what we're doing in this DLC is basically an experiment, but I have other combat plans for future games. But you can be sure, no monster is gonna bother you while you try to solve a puzzle.
- There are tons of little improvements that also made their way into the first game, like better speech bubbles, a reactive crosshair and much more. The next update will include a lot more of these.
- Last but not least, the music in the first game was all bought in the asset store. It fit very well, but it's awkward if you hear the same tune in another game. Now almost all music is made by us. The songs also feature different moods, and we created a system that can seamlessly blend back and forth between them depending on the situation. The background music will become more energetic in an action scene and it becomes muffled when you're entering a house.
The first DLC, Crash, is now more or less feature complete. It has been tested thoroughly over the last 4 weeks, except for some brand new things I added today. The testers were having a great time so far. Now I also know the rough length of the game. It will last between 8-15 hours, so it's even close to the main game. Most of you will probably get around 11-12h.
The next steps: - A little more testing and getting rid of remaining bugs - Go over all text in the game again and make adjustments - Have the localisation guys go over it all and do the translations - Release
Don't ask for a date, please. I only know what's left to be done.
I'm still looking for someone to translate the main game and the DLC into Korean. If you're fluent with English and Korean and have good writing skills and you love Supraland, email me! hey@supragames.de
If you backed 55€+ in the crowdfunding, you will now have an invitation for the DLC 1 beta testing in your mailbox. It goes out to the email that you used to do the paypal transfer. So if you have trouble receiving it, make sure you check the right email and eventually check the spam folder.
All further instructions are in the email. Looking forward to your feedback!
DLC1 is almost playable from start to finish. By the end of the week I should have an alpha ready and after some internal testing it should be able to go out to beta testers! There are so many creative and absurd ideas in there. I can't wait to see your reactions to them.
The only part that is really missing from DLC1 now is the ending. Apart from that, the economy is not done at all. You'll need certain amounts of coins and and other things at certain moments and I need to make sure you can get them or you will get stuck. It's just editing numbers, but I need to know which numbers to put in. The internal tests should let me balance those values, so nothing terrible can happen.
We will still fill in more non essential stuff here and there, but that's not too important. At first it has to be playable from start to finish. In Supraland 1 it was easier because it was basically a linear structure, so you testers could see the game progress over the duration over year, getting close to the end step by step. This new campaign however has a very different structure, so it was impossible to let you participate much earlier. You would just have been lost in a mess.
Apart from that, we're really worried about the difficulty. So many puzzles seem so hard. But upon launching the DLC we'll warn players, that finishing the main game is highly recommended! It would be foolish to play DLC1 without prior knowledge.
It's taking a bit longer than expected for several reasons. One thing is that I'll soon be moving to another place with my family, so that's taking a big chunk of my focus away. And DLC1 seems to become twice as long as I thought and on top of that it is a real complexity monster and it's hard to keep everything in check. You'll understand when you play it :) I think you'll be very surprised by what it is. But it's not that much missing now! I expect to start beta testing in late February or early March.
DLC2 is also taking a longer. The main reason is that the DLC2 team is going much bigger than I had originally intended. I wanted it to be a really cute little thing, but they put in lots of new ideas and it's all going to be much bigger. So I guess you won't mind! As I've told you before, the 2nd DLC is how the new team members get introduced to the supra working environment and we get to know each other. They are all highly talented and we're learning how everyone is the most efficient so we restructured some of workflows because some were really inefficient.
I don't know what the playtime of the DLCs will be. Sometimes I wonder if they are together longer than the main game.
DLC1 is going to be pretty tough. I'm designing it for people who have beaten the main game. I hope you're ready for it! DLC2 seems to be easier. But we'll see in beta testing and make adjustments whenever stuff is just too hard or unfair.