Seems like the right time for an update on the Norwood Suite's current status, in a bit of detail.
Music is fully implemented and getting mastered, but still needs mixing with sound design in-game. All sound effects are done, save for a few stray effects.
Gameplay is complete but still needs polish to address edge-cases.
Players can save progress in this game, unlike in Off-Peak. This was a doozy to implement but ultimately has helped the game logic stay tight. That said, all potential edge cases are still being tested.
Most importantly, the story and arc of the game are finalized, including the ending, which went through several iterations. I’m pleased with it now.
In my playtest last weekend, my colleague Owen talked to me about the whole experience for another two hours after playing the game, interpreting its themes and subtexts with enthusiasm as the night wore on. I take this to be a good sign that the game is doing what I intended: giving the player a rich world to dive into, while leaving room for players to observe and interpret in their own way.
As a writer, my first instinct is to not give too much away, avoid the obvious, but the risk there is that you can easily fall into being too subtle, which the first iterations of Off-Peak and Norwood definitely were. There’s a balance that can only come through honest feedback and willful iteration. Hence, my current status on the game.
More news to come as The Norwood Suite moves closer to the finish line. In the meantime, enjoy this tune:
Seems like the right time for an update on the Norwood Suite's current status, in a bit of detail.
Music is fully implemented and getting mastered, but still needs mixing with sound design in-game. All sound effects are done, save for a few stray effects.
Gameplay is complete but still needs polish to address edge-cases.
Players can save progress in this game, unlike in Off-Peak. This was a doozy to implement but ultimately has helped the game logic stay tight. That said, all potential edge cases are still being tested.
Most importantly, the story and arc of the game are finalized, including the ending, which went through several iterations. I’m pleased with it now.
In my playtest last weekend, my colleague Owen talked to me about the whole experience for another two hours after playing the game, interpreting its themes and subtexts with enthusiasm as the night wore on. I take this to be a good sign that the game is doing what I intended: giving the player a rich world to dive into, while leaving room for players to observe and interpret in their own way.
As a writer, my first instinct is to not give too much away, avoid the obvious, but the risk there is that you can easily fall into being too subtle, which the first iterations of Off-Peak and Norwood definitely were. There’s a balance that can only come through honest feedback and willful iteration. Hence, my current status on the game.
More news to come as The Norwood Suite moves closer to the finish line. In the meantime, enjoy this tune:
Rocksmith® 2014 Edition REMASTERED LEARN & PLAY - UbiVertigo
Learn to play 3 hits from the 2010s spanning folk pop, alternative rock, and post-hardcore! “Let Her Go” by Passenger, “45” by The Gaslight Anthem, and “Can You Feel My Heart” by Bring Me The Horizon will be available today on Xbox Live, PlayStation Network, and Steam. The songs may be posted later for players in territories served by the European PlayStation Store due to differences in publishing times. See the tunings and arrangements below.
Click below for a direct link to 2010s Mix III song pack with all three songs. For individual songs from the pack, click the links above. http://store.steampowered.com/app/637711/
Rocksmith® 2014 Edition REMASTERED LEARN & PLAY - UbiVertigo
Learn to play 3 hits from the 2010s spanning folk pop, alternative rock, and post-hardcore! “Let Her Go” by Passenger, “45” by The Gaslight Anthem, and “Can You Feel My Heart” by Bring Me The Horizon will be available today on Xbox Live, PlayStation Network, and Steam. The songs may be posted later for players in territories served by the European PlayStation Store due to differences in publishing times. See the tunings and arrangements below.
Click below for a direct link to 2010s Mix III song pack with all three songs. For individual songs from the pack, click the links above. http://store.steampowered.com/app/637711/
Sine Mora EX, the extended version of the critically acclaimed original Sine Mora, is out now on Steam. To give a big "Thank you" to all of our great fans out there, all Steam owners of the old version will get this new version automatically added to their Steam library!
Sine Mora EX, the extended version of the critically acclaimed original Sine Mora, is out now on Steam. To give a big "Thank you" to all of our great fans out there, all Steam owners of the old version will get this new version automatically added to their Steam library!
Post-launch update #5 is now live. This update includes tons of tweaking and tuning, much of it based on player feedback.
Keep in mind, we're simultaneously working toward Content Drop 1, which will add several new buildings to the game. We're dying to announce it! Stay tuned ... we expect Content Drop 1 sometime in the next 3-6 weeks.
Improvements:
Sandbox missions now have trade contracts to trade Gold for Nanites and Zorium.
Campaign missions now include a progress bar showing mission completion in the "Info" pane of the Colony Control Panel
Tons of fixes to text in French, German, Spanish, Chinese, Italian, and Russian
Lots of UI layout fixes to localized text
Fixed an exploit where it was possible to protect a colony from plague spores by placing inactive, disconnected Intake Fans around it
Fixed an issue where Mines would have higher productivity after loading from a saved game
Fixed bug where expedition vessel colors could be mismatched after loading from a saved game
The starting Construction Drone Station in sandbox Tenari Glacier can now be recycled
Increased Farm productivity and decreased Greenhouse productivity for all tiers (roughly +3% for Farms and -3% for Greenhouses)
Greenhouses now cost 1 more Nanite
Laser Mines are now 2 Nanites cheaper
Laser Mines now only waste 40% of minerals, not 50% -- localization adjustments needed!
All deposits can now be mined faster -- 5% faster for Iron and Copper, 20% faster for Potash, and 10% faster for all others
Nanite Processors are now 5% more productive
Lightning Towers now convert roughly 15% less electricity to stored power in Energy Batteries
All colony boosts now consume stored power in Energy Batteries roughly 10% more quickly
Morale should be very slightly lower at normal difficulty (and difficulty settings near normal) for medium and large colonies
Additional changes in update #6:
Adding path points to an expedition vessel that already has a path will no longer reset the current path
Fixed a rare issue with plague spore microbes sometimes disappearing depending on the camera position
Various additional UI fixes for localization
Thank you for being part of the Aven Colony community and helping us continually make Aven Colony even better.
Post-launch update #5 is now live. This update includes tons of tweaking and tuning, much of it based on player feedback.
Keep in mind, we're simultaneously working toward Content Drop 1, which will add several new buildings to the game. We're dying to announce it! Stay tuned ... we expect Content Drop 1 sometime in the next 3-6 weeks.
Improvements:
Sandbox missions now have trade contracts to trade Gold for Nanites and Zorium.
Campaign missions now include a progress bar showing mission completion in the "Info" pane of the Colony Control Panel
Tons of fixes to text in French, German, Spanish, Chinese, Italian, and Russian
Lots of UI layout fixes to localized text
Fixed an exploit where it was possible to protect a colony from plague spores by placing inactive, disconnected Intake Fans around it
Fixed an issue where Mines would have higher productivity after loading from a saved game
Fixed bug where expedition vessel colors could be mismatched after loading from a saved game
The starting Construction Drone Station in sandbox Tenari Glacier can now be recycled
Increased Farm productivity and decreased Greenhouse productivity for all tiers (roughly +3% for Farms and -3% for Greenhouses)
Greenhouses now cost 1 more Nanite
Laser Mines are now 2 Nanites cheaper
Laser Mines now only waste 40% of minerals, not 50% -- localization adjustments needed!
All deposits can now be mined faster -- 5% faster for Iron and Copper, 20% faster for Potash, and 10% faster for all others
Nanite Processors are now 5% more productive
Lightning Towers now convert roughly 15% less electricity to stored power in Energy Batteries
All colony boosts now consume stored power in Energy Batteries roughly 10% more quickly
Morale should be very slightly lower at normal difficulty (and difficulty settings near normal) for medium and large colonies
Additional changes in update #6:
Adding path points to an expedition vessel that already has a path will no longer reset the current path
Fixed a rare issue with plague spore microbes sometimes disappearing depending on the camera position
Various additional UI fixes for localization
Thank you for being part of the Aven Colony community and helping us continually make Aven Colony even better.