And so, winter came. And with it, the season of darkness and cold but also the season of goodwill and cheer. A little bit of a shorter newsletter this month, as we are still (I know, I know) working through the last of the movement code changes. Keep an eye open for the beta announcement - before putting it onto the main branch, we will run an optional beta for all Steam Windows players to help us pin down the last of the issues.
Night-time jungle from returning contributor MorPacke
There are a couple of new things to show, however - the extended time it's taken to get the rewrite done has meant that John has had the time to get ahead on some other systems whilst Liam and Matt are busy with that. We're ready to show off the creature that will feature in challenge mode for levels 3.1 The Harvest and 3.2 Front Line, so let's get right to that!
Phorid Flies
The mortal enemy of many ant species, the tiny phorid fly may look as unassuming but it harbours a deadly secret. It can quickly lay its eggs on the bodies of vulnerable ants. The eggs will hatch into maggots that burrow into the body of the ant, eating its innards and inevitably killing it.
Innocuous-looking and tiny, but deadly - the phorid fly
Leafcutter ants are not entirely defenseless against such a gruesome fate, however. The tiny minims - which under normal circumstances rarely if ever leave the nest - can hitch a ride on the back of their much larger nest-mates, fending off the attacking phorids and sparing their sisters from being eaten from the inside out.
In Empires of the Undergrowth, phorid flies will join the mole crickets and tiger beetle larvae in our menagerie of critters for people who like an extra twist on their levels, or who just want to collect some extra royal jelly! The exact mechanics of the minims riding on the backs of the bigger ants are yet to be fully implemented but we can't wait to show you once they are.
The current plan is to get the challenge modes into the game along with the upcoming freeplay update. As always, until we're entirely sure we don't want to speculate on when we'll be ready - we will announce a firm date when we can be certain of meeting it.
Achievements Unlocked!
Another system that we've been itching to get into the game is achievements, as mentioned a couple of newsletters ago. John did a successful test of these working with Steam on one of his live streams - see the below video of the wonderful moment he managed this (around the 1: 43: 15 mark)! Along with the upcoming update the first batch of achievements will be added to Steam, with more coming later.
This means the first set of achievements is now locked in, but if you have suggestions for fun hidden achievements then please drop by the thread we've set up for this purpose on our official forums.
EGX Berlin
At the start of November, Liam travelled to Germany along with Tom (who is working on his sandbox evolution game Ecosystem, which we're publishing and you should play the demo of) to meet up with Matt and exhibit both Empires of the Undergrowth and Ecosystem to the attendees at EGX Berlin. We always love doing these events for a specific purpose - the true value of them lies in observing the reactions to someone entirely new to the experience. It gives a level of insight that is entirely different than curated feedback sent to us over the internet - the hands-on approach is just not achievable any other way.
Ecosystem and EotU, and some curious beetles at the end... hmmm
We'd like to thank everyone who stopped by our booths to play for a while, and we loved hearing (and seeing) what you felt about the way things are going! We don't go to many of these events, perhaps one a year - but we make the most of them whilst we're there.
Off the back of EGX Berlin we're also very grateful to Nicholas Montegriffo of PC Invasion for including Empires of the Undergrowth in his list of 5 indies to watch from the event! Go and give his article a read.
Just For Fun - Scale Difference
Just a little fun here that gives a bit of an insight into the way scaling works in Empires of the Undergrowth. Unreal Engine 4, which is the engine system we use, uses a convention of 1 engine unit = 1cm, which would be a bit fiddly for Empires of the Undergrowth given our subject matter of tiny creatures. So we scale creatures up an order of magnitude, for our own convenience. The main menu has very little in the way of tiny creatures in it, however, so that is made at the standard scale.
I wonder, then, what would happen if I put a normal creature into the main menu OH NOOOOOOOOOOO
And the scientist's hand from the third formicarium? Well, I've gone this far already, I've only myself to blame. Actually, it was suggested by someone on Facebook so you can blame them.
What have I done?!?
Screenshot Central
If you'd like to contribute to our monthly screenshot section then simply upload your screenshots to Steam (F12 by default) or mail them to mike@slugdisco.com. I'll look through them and choose some of the real lookers. You can enter the cinematic photo mode by pressing F9 - and if you do that whilst holding shift you'll have free movement of the camera, allowing you to get some really interesting angles. Give it a spin! An unfair end to freeplay from klagana6166 - we're working on balancing it!
Nice wide shot of the jungle from WraTTaFix
The scientist waits impatiently for ereptors to clash from Cthulaid42
Marcos here, bringing you another Rift Racoon update!
This one will improve the game's overall gameplay.
The first thing changed were the SPIKES. Yeah, those annoying spikes. They are less annoying now. They are a joy!
The *hitbox*, or, in non-gamedev terms, the thingy that, if touched, makes something happen in the game (in the spike's case, the player death), was greatly reduced!
It used to be like this:
It's like this now!
Check out how you can get REALLY in the spike's face before dying!
Notice that even the old hitbox didn't fill the whole spike's image, but it still felt quite unfair. Rift Racoon aims to be a difficult, but fair game. I don't want to challenge you to learn hitboxes and stuff. I want to challenge, mostly, your precision controlling your racoon.
To be honest, I knew all along that the spike's hitbox wasn't great. The only reason I stretched it so much in the past was because of this:
This happens with the new hitbox. It's narrower, so you can jump safely on the side of spikes in borders. This allows for some really unwanted skips on levels. Specially on 3-2 (you could skip pretty much all of the last section on this level).
But, don't worry! I won't let you skip through all my hard work! I programmed a solution!
The spikes on edges of platforms WILL REMAIN with a wide hitbox, so you won't be able to skip levels, like shown on the gif before this one!
Win-win, right? You get a better hitbox on spikes, and I still get to see people playing through my whole levels, without skipping them! :D
The second change is COYOTE TIME!
I don't know who invented the term 'Coyote Time', but it references to how cartoon characters (like Coyote) can float a bit in mid-air before falling down a cliff.
You can add this to platformer games, and allow the player to jump a few miliseconds before falling! I added this to Rift Racoon!
It might look like a bug, or like something that shouldn't happen, but believe me: It will make the gameplay better. I bet you fall a lot into spikes or holes because you were trying to jump on the edge of a platform. With this new addition, you will still make the jump, instead of falling to your death!
I feel like I say 'death' and 'dying' a lot in these updates. I'm not sadistic. I swear.
I have to add, playing the game on slow motion while recording the previous gif was pretty fun. For some reason I thought it would be funny to see Tucker (the racoon) running away from a missile in slow motion. Turns out it is quite the sight!
Look at him, running for his life, hahaha!
Yeah, way to go, JUST AFTER saying you're not sadistic you post a gif like that.
I still promise I'm not sadistic!
Now for the third change! This one doesn't have a cool name like 'Coyote Time', so I'll call it 'Asking for a jump while in mid-air'.
In the gif above I tried to show you the moment in which I press the jump button. Notice I pressed it before landing!
In this new addition, you can press the jump button right before landing, and you will still jump! This is pretty cool, and you won't be like: "%%@# this game! I did press the jump button! Why didn't he jump???"
I bet it happened sometimes, didn't it?
The thing is that, before this update, you could only input a jump while on the ground. This is a problem in intense sections in which you have to jump multiple times in sequence. You won't notice a jump didn't happen because you "didn't press it on the ground", but did press it a few moments before landing.
And this concludes today's update!
If you find any bugs, or have any suggestions that might improve the game, lemme know in the community center!
Thanks! Have a great week! - Marcos, full-time Rift Racoon updater (not really)
Use your barista skills and reflexes to mix the perfect latte and rebuild your family home and cafe to their former glory.
This title is the not-so-distant reincarnation of the original "Latte Stand Tycoon." It was the first official game release for the studio, but had various issues, and lacked a "bigger picture." When going to the drawing board to solve them, and bringing a better experience to the player, we looked at the overall game-play concept and philosophy and restructured them from the ground-up. The only thing that remains is the chaotic weather, setting, people, story, and the concept of coffee, and upgrading your property, and so many things were added.
Use your barista skills and reflexes to mix the perfect latte and rebuild your family home and cafe to their former glory.
This title is the not-so-distant reincarnation of the original "Latte Stand Tycoon." It was the first official game release for the studio, but had various issues, and lacked a "bigger picture." When going to the drawing board to solve them, and bringing a better experience to the player, we looked at the overall game-play concept and philosophy and restructured them from the ground-up. The only thing that remains is the chaotic weather, setting, people, story, and the concept of coffee, and upgrading your property, and so many things were added.
For the last month I mostly fixed bugs and worked on the new dialogue system. I also completely changed the way I process mouse events. This was a lot of work since I had to modify pretty much every clickable game object, but it will ensure that the game responds much better when the mouse is over a sprite or a click is received.
Irene finished the music, with different tracks for each season. Daniel is still working on the portraits for our 21 characters.
Кродёться обновление. Будет возможность пойти с Воланд де Путом в баню или быть Воланд Де Путом. Можно будет наматывать нологи 10 минут и вступить в клан "п.о.т.р.е.о.т.т.а.в" Будет отдельная кампания за де Пута про разборки с неким Обэмэй и Нэвэльным, а также 2 новые сцены эпичного и лампового расколбаса.
ETA: 20 декарбя прибавьте 2 месяца как обычно))) и это я еще не указал какого года))00
The New Universes: ~ Eine Neue Reise Beginnt ~ Chapter 1 - Atsumari
Hello,
We have had reports from community members about issues involving IP and testing screenshots that were never meant to be in a public build. I am happy to say that we addressed this in a patch last week immediately after this concerns were brought to our attention. The very next day we also released an art patch to finish through scene 1 of the story. Throughout the week we have been working on PR and released an Android build with the same updates we provided to our Steam and other PC Distribution Partners. It is our hope within the next week to release a grammar patch and additional artwork. We also have had some good input from reviewers and curators over the week. I want to thank the community for their support and input; without which we would not have been able to meet these changes or hit specific metrics that we are proud of; for example hitting 100 members on the game's community group and hitting over 20,000 views on steam. For our first release and only first two weeks of publication these are good milestones to hit. If you have any thoughts, concerns or just want to chat with our story or production team we are always happy to interact with the community as shown by the following review: https://steamcommunity.com/id/MedevacFF20/recommended/1073990/ r which was spurred by our interactions with a curator.
A Greenskin migration is spreading across the Old World! Defeat Greenskin Armies all week long to take their valuable loot and prevent them from rampaging the Provinces. 🗺️