Tap Heroes - VaragtP
Plantera 2: Golden Acorn store page is now live!

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https://store.steampowered.com/app/1091920/Plantera_2_Golden_Acorn/
Potata: fairy flower - annalepeshkinaart
How does character development begin? Of course with concepts, the first raw sketches, tries and errors. Our Potata was same way. I have tried many different images and styles before find final appearance of the heroine. Let’s take a look how it all began and what happened after character’s countless changes.
Character creation process for a platformer have many limitations and requirements. The most important thing is character readability in the environment. If you want to achieve it, need consider few points:

1. Simplicity.
We can’t give to the character complex clothes and need keep clothes elements as less as possible (you will need to animate them all and better don’t make too much work yourself)

2. Spot.
In the ideal case, it is better for the character to be a single spot, but it is often impossible. Therefore, the character must be divided into the main parts (hair, face, cloak, shirt, pants, etc.) and each of them should noticeable. The spots should be different sizes, in a hierarchy from large to small.

3. Integrity with the environment.
Character should noticeable in an environment, which means he should be contrasted in something, but he should not look like cut off from another game. This does not mean that we cannot afford a character style different from the environment (remember the anime Miazaki with a stunning environment with so much details and characters made in the style of "outline-fill"), but the difference should not be so radical as to divide the picture into parts.





I specifically have found examples with varying degrees of characters details. If in Ori and Seasons after fall, everything is simple and clear - the character is almost a single spot, contrasting to the environment. In the case of other examples, everything is a little more complicated, but still we see spots on the character, which at some point in the gameplay help not to lose sight of it. Bright hair and voluminous hairstyle, clothes of saturated color. Locations in the game can be different in color and tone, so it is precisely different spots on the character that help to read it in the environment, even if it changes.
Before moving on to drawing a character, need consider his description in text form. It is necessary to build on something, and not draw at random. Potata's description is: witch-mage, mischievous, fidget, travel enthusiast. From this words, we must understand what elements we can translate into design.

So, we start the game in association:

· Witch: broom, hat, red hair

Mischievous: bright colors in clothes and jewelry, negligence of clothes (boots of different colors, hat crookedly sitting)

· Travel enthusiast: backpack bag, powerful boots, warm clothes, stick staff.



Naturally, all selected elements cannot be immediately pushed into one design in the conditions of the required simplicity. But we have a starting point from which we will begin to visualize the idea.

After stage called "a bunch of options" select one from heap and finalize it. In our case even was made animations for character, since it could look good in static, but after animation you could notice, that something wrong. And this happened in our case, the character was too compressed in proportions, because of this, the animation was poorly read and certain difficulties of limb movement appeared (it’s difficult to make action movements with such small hands). You also need to remember check character readability in environment.

https://youtu.be/lCl1-NaRtKs

After little suffering and feels like “I don’t know how to draw,” a test of different styles and proportions begins. Keep main colors and elements, two more variants of the character appeared.



Now need make decision about character style. Important to do it exactly at the stage of creating the main character. The remaining inhabitants of the game world will be made in the same style and it would not be logical to change the style when the entire population of the village is already painted.

I try not to be guided by the “like-dislike” method or “but I love red, let everything be red”, I try to form a series of criteria by which this or that option is better for the project (oh, if all art directors did everything like that) .

The first option was discarded due to the tightness of proportions, and too cute. The third option has a very thin stroke, which reduces readability in small format. By the way, another important factor is readability in the final size. The character in the game is quite small and some things can only get in the way when reduced. The symbol of the black cat on clothes is also poorly read with decreasing. Was decided to remove the backpack, because it is simply not visible in the game. And why do something that is not visible?

We end up on the second option, but then happened something unexpected. I played the game Mystik Belle and realized that our characters are very similar. Why so?! After all, I have such a unique design, a red-haired witch in a purple dress and hat! And with a magic wand!



But seriously, I realized that the character turned out to be too typical, and for sure there will be another thousand and one projects with a similar main character. Well, again start everything from the beginning.
I did not want to refuse the idea of a witch-sorceress, since the plot was already built on this basis. But there are different sorceresses, and I turned my attention to the theme of the “forest tribe”.

https://youtu.be/-1WIyZvcqMY

first build with character
At that time, it was the final version of the character, I was completely satisfied with it. But then a terrible beast called "feedback from YouTube" have came.

From that moment throwing began between own vision and the opinion of the audience. For a very long time we were looking for a compromise solution. Up to the last version, I wasn’t sure that this is the final character. How to filter and accept critic is a topic for a separate article. In this article I want to say one thing, the truth is somewhere in between. You cannot completely reject your audience, but blindly listen advices from a random people is also unacceptable.

I try to form a set of points for process the element again.
The set for this version looks like this:
1. There are too many spots on the character’s clothes. Clothing is divided into torso, sleeves, collar, legs and boots, all it looks too separately.
2. The braid, which was originally designed to improve the effect of the character’s movement in fact, strongly emphasized each flaw in the animation, especially on transitions from one state to another.
3. Same size of spots. There is no main segment. It is necessary to highlight something like voluminous hairstyle or long skirt.
4. Potata is still too "cute", can make her a little older?

https://youtu.be/ru0RA93n-zM

Potata's clothes became more wholesome, unnecessary decorations disappeared. The blue color of the dress is better read on a green background, and green is the main color of forest locations. The hairstyle became more voluminous, the spots lined up in a hierarchy: dress, hair, face.
But, as you already know, this option is not final. The time has come for the Potata_final_final_superfinal_.psd file! While writing this article, I was trying to remember why I decided to redo the Potata teenage version. Maybe someone throw out his important opinion and I take in bad part, sat down to redo everything again. Maybe it was just the mood "everything is bad." I am a very self-critical person, constantly dissatisfied with what I create. Maybe an attack of self-criticism became the cause of new changes.

https://youtu.be/j8Om8EMD9C4

Looking back, I see that at this stage I begin to run around in circles. When it is already at the finish line and path is passed, it is easy to talk about your mistakes. You see them clearly and know how to fix it. But in the search process it is always more complicated, the main thing is to finish this search at a certain moment, otherwise you can endlessly search without nothing in the end.

Potata shrank again in proportion, cut off her long braid. Equivalent spots appeared again: face, dress, hair. Here is an example of the negative impact of continuous changes. You stop understanding where it is better and where it is worse. At this moment there is no “better is worse”, there is only “in a different way”.



At this moment I swear once again not to change the character design. Since we had all the animation ready, completely changing the character is too expensive. It was decided to change only the head. Body and general skeleton of the animation will remain the same.
Also remove the collar, because in small size it was like a "beard". Initially, the collar was made according to the logic of cartoon Uncle Fedor, where picture hide the hole in the wallpaper. Our collar hides shoulders and animation flaws. After animations fixes collar wasn’t need anymore.



he hairstyle has become much curly to highlight the main spot in the design. I want make character restless and naughty, that’s how she acquired a malicious smirk and a frown.
Then again came the terrible, but already familiar beast, "Feedback from YouTube." I will not list all the epithets about the face of Potata, but I liked only one “face like in the first max payne”. Now I solemnly swear to don’t change the character and decide to change only the face. I hope it doesn’t get to the point that I will only change nose or eye.





So, in just a couple of steps, we came to the final character design. I solemnly swear, I won’t change the character anymore.

https://youtu.be/_3hG_lyDvf4
Jan 13, 2020
Time Travel Trainer - dudez_a_plenti
This is a large update, containing numerous changes. One major change is that the levels have been streamlined, made more interesting and sometimes replaced entirely. I played a lot of ‘Baba Is You’ over the break (awesome game btw), and really liked the pacing, apparent simplicity, ability to undo moves and fully visible state, so I tried to incorporate some of that.

All the text was weighing down time travel trainer, and not really adding much, so I really tried to streamline that; there’s still text, of course, but now it shouldn’t get in the way of gameplay so much.

Most of the levels have been changed or replaced outright; there’s now less repetition of known techniques, more puzzles that challenge you with something different.

Other changes:
  • Tweaked throw controls to play nice with mac
  • Tweaked general throw controls
  • Changed how mouse-view works; now shows which gates connect to which buttons/plates
  • Fixed various graphical glitches
  • Added a 'reload from 2 time machines ago' option
  • Enabled Esc and other hotkeys for use in menu system
  • Made most maps initially revealed
  • Did some research on mac + linux compatibility; nothing definite yet though
Jan 13, 2020
Coromon - M4rw
Demo version 0.0.10 is now released for Steam (other platforms will follow)
-Added Auto Run option in settings screen.
-Added the default keyboard control binding window to the settings screen.
-Added new reward for The Buzzlet Collector Quest (The ones Nikola needs now have to be of Potential 15).
-Removed the function where the player is moving an extra spot after the player stopped running.
-Most 'yes' and 'no' answers can now be quick-selected by using the Use or Back button on your controller. Let us know if some are missing.
-The room with the fusebox in Thunderous Cave now has a checkpoint.
-Your item amounts now update while still in the shop screen.
-Minor bugfixes & updates.
-Canul Fruit now has a 30% chance (up from 20%) to inflict a condition.
-Added a 'Shift' button to the on-screen keyboard, for easy capitalisation.
-Added trainers to the Battle Grounds at the Lux Solis Campus after defeating the Titan and having returned to the Lab. (You can find them when your quest says you should go through the Soggy Swamp.)

Demo version 0.0.9 is now released for Steam Windows and MacOS (other platforms will follow)
-Fixed Trainer Hub healing monitor.
-Opened up the fusebox room after completing the quest.
-Adjusted volume of certain loud sound effects.
-Adjusted Combi Cake prices to reflect SP cake price drop.
-The Beezel harassing Perrin can now be caught.
-Bugfixes and balances for a number of skills which weren't working as intended.
-Added explanation of savedata modification when starting on Hard or Insane.
-Shop now has a cancel option.
-Potent (x2) and Perfect (x4) Coromon give more XP upon defeating them.
-Added the six Swurmies to Hayville before they escaped.
-Fixed some typos and map errors.
-Reorganised some items: renamed Quest items to Key Items, and switched a number of items between the Key Items and Other categories. So if you lost some items, check the different tab

Demo version 0.0.8 is now released for Steam Windows (other platforms will follow)
-Fixed Vetegarian Trait not working, which broke in version 0.0.7.
-Added an option to Rest during battle, whenever you miss out on some sp.
-Halved Potentiflator & Traitformator cost.
-Trainer Hub healing area received a nice makeover.
-Lowered amount of gold lost when blacking out.
-Fixed Glacier description.
-Slightly increased Treadmill speed.
-Jebediah stands ready to challenge you again, once you meet the requirements. The reward will be worth it...

Demo version 0.0.7 is now released for all platforms
-Lowered encounter ratings in all areas.
-You now gain XP for catching Coromon, 50% of what you would earn defeating them.
-Tons of balance changes to skills, energy costs, power and accuracy.
-Added percentages to skill descriptions when they did not yet said it.
-Changed the values for the text speed settings.
-Type names added to the Type Manual.
-Added missing indicator which shows number of remaining Coromon for a trainer.
-LuxPhone sfx should now be normal again - this file was corrupted.
-Cut some dialogue from the prologue.
-Changed accuracy values from Clumsy Power (-20% to -10%) and Twilight (-15% to -10%)
-Coromon with the Escapist trait will now escape quicker
-The postman now decides to go to Hayville for its escort.
-Fusebox now discharges when hit by a non-electric skill, as intended.
-Added one-time controls explanation popups for keyboard navigation clarification.
-Increased Flashlight duration.
-Balanced some trainers.
-Adjusted prices of some items.
-Removed gold penalty when losing from Dexter.
-Added a number of extra (hidden) items for you to find, including a very exclusive piece of headgear...
Community Announcements - eme_communityteam


Weeklong Dungeon Highlight

Starting Tuesday, January 14 (at 4 a.m. PST) and continuing until Tuesday, January 21, you’ll get increased loot drops when you complete any of the following instanced dungeons:

  • Bahaar's Sanctum
  • Demokron Factory (Hard)
  • Antaroth's Abyss
  • Dark Reach Citadel
  • Lilith's Keep
  • Ravenous Gorge (3-person)
  • Ghillieglade

Note : We’ve reduced the Adventure Coin entry cost for Akalath Quarantine during this dungeon highlight, but the drop rates remain the same.

Vanguard Bonus—Increased Item Rewards and Gold

Earn increased item rewards and gold when you complete Vanguard Requests between Tuesday, January 14 (at 4 a.m. PST) and Tuesday, January 21.

Starlyn Battleground continues

The Starlyn event consists of two weeks of battlegrounds, in which you can earn expanded rewards through the Starlyn event window. Check out our forum post for more details.

This event continues until Tuesday, January 21.

Twitch Prime Starter Pack

New and returning TERA players can pick up a Twitch Prime Starter Pack full of fantastic items—including 30 days of elite status—by linking their Amazon Prime and En Masse accounts before Tuesday, May 19.

For more details, visit our Twitch Prime Starter pack page.
Jan 13, 2020
RTS Commander: Smash the Rebels - IcanY
This is Bug Hunt Competition!

If you found any bug from the game, you can post your report to here or under the topic on discussion area. As the game has been graduated from Early Access, but we are still developing and improving the game.

NEW BUG HUNT COMPETITION HAS STARTED!
Competition time 12.1. - 31.1.2020

You, as a player, are an important part of the RTS Commander development process. Game itself is not full of bugs of course, but there will be always bugs what we have missed.

What can I win in Bug Hunt Competition?

  • 5-25 USD Gift cards, that you can use to buy any game
  • Keys to Games
  • More will be invented

This is our way to reward you for helping us develop the game.

How can I take part to Bug Hunt Competition?
Simply Post a bug report here under this discourse.

How do you choose the winners?
We arrange a lottery X time per X months, and reports which have been posted here are taking a part to the lottery. There will be 1-3 winner per X month.
Person who have found biggest bug of the month will receive special prize.

Where can I report bugs?
Reports should be posted under this announcement or to the discussion.

This Bug Hunt will end on 31. January but we suggest you to post reports before that time, because Bug Hunt typically last about a month, but if we get important reports bug hunt can be 2 weeks long and continue after that.

Let the Hunt Begin!
Bad North: Jotunn Edition - Antipode51
Great news! Bad North has been nominated for two awards at the Pocket Gamer Mobile Games Awards 2020!

  • Game of the Year
  • Pocket Gamer People's Choice Award

The awards show will take place Tuesday January 21st, so be sure to send those good luck vibes!


Jan 13, 2020
DEMON'S TILT - flarb
We've just put out a new patch release
Here's what's new:
  • 180 Flip for TATE mode
  • Various Minor bug/performance fixes.
  • Various Achivement bug fixes.
  • Fixed Performance bug in Gator Room
  • Fixed a Bug which softlocked Bonus Rooms on drain.
  • Fixed a Lock bug in Bonus Rooms.
Keep submitting feedback!ːjobsim_donutː
Hero Zero - Multiplayer RPG - marketing
There are many holidays - but Nothing Day only happens once a year, on January 16th! A day where you can lay back and enjoy that there’s nothing special to celebrate. To sweeten the day for you a bit more, there will be two special items available at the Second Hand Shop from 13/01/2019 to 16/01/2019, and, to make your shopping trip even more relaxing, you can refresh the inventory twice for free!

Have fun!

Heroic greetings,

Your Hero Zero Team

Jan 13, 2020
SteamVR - Joe Prime
If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

Note: Due to unimportant build details, the build number has not changed for this update.

SteamVR Home:
  • Fixed voice chat.
...