Let's quickly discuss the core gameplay loop of Shardpunk, shall we?
We start with the "combat" phase. Characters need to reach the end of the map, avoid getting killed and try to find stuff along the way. The "stuff" includes resources necessary to craft items that can help in combat and food supplies that are necessary to, well, survive.
After the exit is reached, characters enter a safe place (if they have a Fusion Core - I described it in my previous entry) or simply they quickly rest. Entering a safe place allows them to perform some extra stuff (like healing, recovering stress, possibly upgrading their weapons as well).
After a mission, characters need to select the next location, and the loop starts from the beginning.
However, there's still that food feature thing. The trick is that characters need to eat after each mission. If they don't, they suffer penalties.
Now, in my previous entry I said I introduced a hunger bar.
The hunger bar was going down with every mission, and the player was suffering from penalties. It turned out however that this is not working well - or should I say, it was not really fun.
You see, I have introduced another stat to take care of (like HPs or Stress). What was more, there was no clear indication of where a character would start becoming hungry, then Starving. Sure, a nice UI design could take care of that - but I started to think that this stuff was too complex.
I considered dropping the food feature completely. Characters would not be gathering food and there wouldn't be any food-related penalties. This sounded tempting, but I wanted to give this one more try.
Right now I am busy changing this system into a simpler one. Food will still stay in the game. There will still be a food distribution phase after each mission. However, not eating would simply deal damage to characters.
As simple as that. No "hungry" statuses that reduce your aim (which can become very frustrated).
There is one issue with this approach: even if we assume that not eating deals you 1 HP of damage, there is a possibility that not eating will kill your character. This might become too punishing so I'll have to keep an eye on that feature.
Anyway, we will see how it goes.
Oh, and I need to find a different name for "missions". When you're travelling through the city overrun by vermin and trying to get from point A to point B, you don't really want to have a "mission completed" text displayed. It sounds too military-ish...? It's not an "expedition" nor a "quest" as well... I'll keep looking!
Take care, everyone! My next entry should be out on 1st of January, so I should prepare some yearly summary post, I guess.
Uhhh hey, is this thing on? Nevermind, it is. Silly me.
Hi there, I'm Not Your Sagittarius (or Sag, for short). You might know me as the lead sprite artist on Repentance. Or you might not. Either way, I'm in this weird phase of existing and not existing in some peoples' eyes. But let's get right to the point - those monsters and bosses full of mystery and personality, that stinky green floor that disintegrates noses upon entry, returning characters and other things looking cuter than you last remember them and so much more? I'm the one that makes all the art for them. Or... most of them anyway. My two hands could only do so much before they get occupied for other things.
But enough from me! In this blog post I'd be happy to show you an insight in the process of what I do as a sprite artist.
Before an enemy gets its invitation into the game, we start with a discussion of what kind of enemy to add, and for which floor. Either that or Nik drops his 51st concept art onto the table. Sometimes it's not always him though - I make concept art too, though despite my artistic background it's not Mona Lisa grade at all.
The usual routine for making an enemy or boss is simple - one of us draws a concept laying out what it does, then I take the concept and make the sprites for it, and finally Kil adds it to the game. Of course, more complex monsters takes more time.
Here's some concept art I made for two mucky new additions to the Dank Depths - something I'll go in "depth" later! (please get the joke...)
Fairly simple enemies while you're still in the early game, the Butt Slicker is a devious variant of that one enemy you forgot existed, now stickier and shares a mob mentality with other Butt Slickers!
Messier than their bloodied cousins, the Sticky Leaper hops around spreading their tar and making messes around the battlefield!
Now I'd like to talk about visual changes for Repentance. If you haven't noticed yet, many of the characters and monsters have been getting beauty treatment. That's right - characters like Blue Baby are getting visual upgrades - not only for costumes but for the thing you'll see 70% of the time in your run - their hair. I made sure every character gets a free bottle of shampoo. It seems to be working wonders for the characters with hair. Not sure about the bald ones, though.
As for bosses and monsters - this is an interesting topic I'd like to talk about. You might have noticed Fistula getting a visual upgrade - and it does not end there. I'm retouching as many bosses as I can and bringing back details from the flash version that were lost in translation and a little more. Say hello to the new Gemini.
With a little guidance from Ed, I'm also upgrading some visuals for the monsters you've known from Antibirth. Here's one you might be familiar with - the Whipper.
As for floors... I've given it some thought to revamp some of the afterbirth alts to enforce their theme a little more. One floor in particular is the Dank Depths - I've completely remade it from the ground-up to tailor to my tweaking. It's more or less the same dank depths you know and love (or hate), but with some much added detail to bring out its mucky theme. By working with Kil we've made the dank depths more danker than it ever was. Check out the difference!
There's still a lot of work I have left to do for bringing new monsters into the world of Isaac as well as making everyone else cuter, but I'm enjoying it all the same. I'm so excited for you guys to get your hands on this! I made sure to puts lots of love and care into every sprite in the game.
Now if you'll excuse me, I'll get back to drawing girls.
...right after I play Isaac and laugh and die horribly to the _____ ____ for the 7th time.
There is something in the air in the Far, Far Range: the many magnificent biomes feel alight with a special, whimsical energy. The morning dew in the pastures seem sparklier, the ocean foam along the beaches feels a little fluffier, and the stars in the quiet desert sky seem to twinkle a little brighter. Far in the distance, a sweet serenade can be heard, calling to adventurous Ranchers and welcoming them to explore.
Each day, the elusive Twinkle Slime can be found in a new location across the Far, Far Range. Listen for it’s lovely song and collect rare chimes to arrange a symphony of your very own. Don’t forget to burst your Twinkle Slime to unlock 9 rare instruments (and goodies!) that you can add to your Chime Changer on your ranch for a limited time. Dance across fields of musical magic and see the Far, Far Range during the most memorable event of the year.
But hurry, the Twinkle Slime is only here now through December 30!
Share some holiday cheer with us this year. Join our Discord for a community gathering on December 23rd at 12pm CST and get into the holiday spirit with some community games, trivia, and for the crowning of the 2020 Slime of the Year!
The Sentients are back. Armed with weaponized pulses cleverly designed to disable Warframes, they're staging a takeover of enemy vessels. Deploy your Necramech or borrow one from Father for the Operation to fight off oncoming hordes. Survive for as long as possible to earn Blueprints for Lavos, the newest Warframe, plus much more!
Operation: Orphix Venom is a limited-time event and ends on January 18 at 2 p.m. ET on PC.
WHAT YOU NEED TO KNOW
With your Warframe compromised, you’ll need to rely on your Necramech to defend enemy ships against a total Sentient takeover. If you don’t yet own a Necramech, you’ll find some scattered throughout the Operation level that you can use via Transference!
Aboard the ambushed Grineer and Corpus vessels, be prepared to face new Sentient adversaries. The Orphix are insidiously engineered to interrupt transference and wreak havoc. You’ll need to take them out with the strength of your Necramech and Operator, along with the venomous Orphix Resonators, and keep the Sentient Control meter below 100%. Last as long as you can to earn Phasic Cells to exchange for Rewards and stave off the invasion!
Avoid defeat at all costs, Tenno.
WHAT YOU NEED TO DO
Operation: Orphix Venom will not be easy and requires preparation. You must have completed both the “Heart of Deimos” and “The War Within” Quests in order to begin.
There are 3 tiers of Operation: Orphix Venom. Progress through each to encounter the enemy at Easy, Medium and Hard difficulties and earn different Rewards along the way!
EVENT REWARDS
Visit the Necralisk on Deimos and talk to Father, who’s eager to demonstrate the power of his Necramechs against the Sentient threat. He’s hoarding a stockpile of special gear that he’ll trade for Phasic Cells, including the Blueprint for the master experimenter and newest Warframe, Lavos, plus Necramech Mods and more!
You’ll also earn a number of Rewards just by playing the Operation, including Lavos! It’ll be up to you if you want to save your Phasic Cells for Lavos and other items, or get lucky and earn them within the Operation!
Lavos Blueprint & Parts (found in the Operation!)
Cedo Blueprint & Parts (found in the Operation!)
Cryptanaut Necramech Helmet
Necramech Mods
Archgun Skins for the Cortege and Morgha
New Ayatan Sculpture
Plus, returning Rewards from Operation: Scarlet Spear, including the Ceti Lacera Blueprint, the Basmu Blueprint and more!
SCORING
Each Orphix has an initial value of 100 points in the first Operation Mission. As your fight evolves, so will the Orphix, awarding you more points at a greater difficulty. Orphix will be worth 200 points at the hardest difficulty (Endurance) and scale up from there! The higher your score, the more Phasic Cells you’ll walk away with. Try to survive for as long as you can - 36 Orphix will be the maximum amount in the Endurance mission, so once you’ve hit 36, it’s time to extract! The first two Operation missions have a limit of 24 Orphix only, so players looking to maximize their score should head to Endurance!
Phasic Cells can be earned in any Operation Mission, but remember - Endurance gives the most points per Orphix, so you’ll earn the most Phasic Cells there. While this Operation is possible Solo, best results will come from coordinated Squads!
CLAN LEADERBOARDS AND CLAN TROPHIES
We will be turning on Leaderboards after 1 or 2 Hotfixes to ensure the competition begins after key issues that players report are resolved. We will advise all Tenno when Leaderboards come online!
Clan Scores are determined based on the sum of all participating members' best scores. We balanced this around about 50% member participation for Gold Tier trophies.
TWIST INTO THE ACTION AS LAVOS
Discover new and exciting ways to fight with Lavos, the master experimenter! A manipulator of the physical realm, imbue Elements into his Abilities at your command. Lavos is also the first Warframe that consumes no Energy, relying instead on a cool-down system to replenish his Abilities.
OPHIDIAN BITE Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all Abilities with Toxic Damage.
VIAL RUSH Dash forward, crashing through enemies and leaving an icy trail of broken vials. Hold to imbue the next Ability cast with Cold Damage.
TRANSMUTATION PROBE Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and Ammo Pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces Ability cooldowns by one second. Hold to imbue the next Ability cast with Electric Damage.
CATALYZE Catalyst Probes erupt from Lavos and douse combatants in a fiery gel. Damage is doubled for each element afflicting an enemy. Hold to imbue the next Ability cast with Fire Damage.
PASSIVE Energy and Universal Orbs give Lavos status immunity for 10 seconds. Hold any Ability to imbue the next cast with additional Elemental Damage and Status.
LAVOS COLLECTION
The Transmuter emerges from the seething smoke, the forgotten master of a much-misunderstood art. The full collection includes the Lavos Warframe, Cordatus Helmet, Transmutation Probe Decoration, Vitam Syandana and Shotgun, as well as 3-Day Affinity and Credit Boosters.
Transmute your generosity into Rewards! To honor the spirit of giving, gifting Lavos Collection to another player in-game means you’ll receive the Transmutation Probe Decoration!
NEW NECRAMECH SKIN
Rediscover the brutal power of the earliest Necramech designs with this Skin. Brunstpar is - in Father's words - ‘not out to play nice and make friends.’
Operation: Orphix Venom is a limited-time event! Visit the Forums for more information, and show the Sentient invaders what Necramechs are really capable of, Tenno!
Fixed an issue with some windows not closing correctly. This impacts the screenshot tool when cursor is captured and also the Red Cyan 3d Desktop feature.
Fixed a memory leak caused by sharing of cache objects.
Fixed a memory leak caused by sharing of font data.
Fixed a memory leak caused by sharing of unfrozen brushes.
Improved performance and memory consumption for tray icons.
Improved efficiency and memory consumption of databinding.
Added Hidden Actions. With hidden actions, you can hide features of Simplode Suite from the Ring Menu. This can be done by right clicking on the Toggle Favorite (★) button and changing the Ring Menu Hidden checkbox.
Added Memory Management Strategy option to the Limit Simplode Suite Ram Usage feature. By default, it is set to Balanced, which will try to keep memory usage of the tool low without sacrificing much performance.
The glow effect cache will now clear when all windows are closed so long as the Memory Management Strategy is not set to Maximize Performance.
Fixed Super Ring Type not showing its values correctly.
Hope you are all well and safe in this crazy year! Thanks to all who left reviews already, hope you are all enjoying the game. Have a great 2021 and Blessings to you all!
Just a small build with some polish for the virtual desktop and few other things. Portrait mode displays now work, switching active display works when Follow Cursor is on and hopefully some crashes due to Steam overlay injecting itself should be gone now.
New Features:
- Added AssetOptimizationBlock component, which will block most automatic optimizations on any assets under its hierarchy - Added DisplayInfo component (under Input/Desktop) which provides basic information about a display with given index (Resolution, Offset, DPI, Orientation, RefreshRate (if known) and if the display is primary) -- Note that like other components, this only works in userspace at the moment - Added ChildrenSaveBlocker component (under Utility), which will prevent children of the Slot from being saved, regardless of their persistent status (based on request by @Furf) - Added Orientation property to RawImage and RawGraphic, which allows rotating the UV coordinates of the displayed image
Tweaks:
- Portrait (both clockwise and counter-clockwise) and Upside down displays are now properly supported by the virtual desktop on Dash - Any non-persistent parts of items are now excluded from generated thumbnail when saving the item - When Follow Cursor mode is enabled and another screen is switched through the in-game UI, the mouse cursor is positioned to this screen -- This fixes the active screen from being stuck even if it's switched ingame (issue discovered by @Tatsu Kimiero and @Shifty | Quality Control Lead) - Updated featured icon in the world list (updated by @Coffee | Programmer)
- Merged Korean locale additions by @MirPASEC - Merged Esperanto, Japanese and Chinese locale additions by @Melnus - Merged Czech locale additions by @rampa_3 (UTC +1, DST UTC +2)
Bugfixes:
- Fixed screenshots not saving properly into Steam Screenshots library or documents if the screenshot is deleted too quickly (based on report by @Tatsu Kimiero) - Fixed avatar near clip set to 0 causing smooth POV camera to break (reported by @Shifty | Quality Control Lead) - Changed initialization order of desktop duplication API library, so it happens before SteamAPI is initialized, to potentially prevent Steam overlay from agressively injecting itself into the functions and causing crashes on some systems (based on report by @pek#5602, @Jiink, @Zanibar, @thotgamma) -- I'm not sure if this actually helps as this issue doesn't occur on any of my systems, please let me know if you're still experiencing this problem - When importing models, any asseet optimizations (including material deduplication) are blocked to avoid the automatic optimization from corrupting the import process (based on report by @Enverex, @Shifty | Quality Control Lead and @chemicalcrux) - Fixed display layout positioning displays incorrectly with vertical offsets (based on report by @Veer | Chief Moderation Officer) - Fixed Android builds failing to compile (reported by @Azora Husky)
for your patience. I know, we were silent on this project for the last year, but this does not mean that we did not work on it.
After the release of the beta demo, we collected some feedback from you and decide to make some changes to the main game. Because this is our first project we made a lot of mistakes and the learning curve was steep, but this is a natural process and we are pretty sure the final result will not disappoint you... or at least not all of you :))
We also went through a rebranding process and updated the Steam page with new screenshots and a small teaser that shows some of the main gameplay. A full trailer will be released later. Please take your time to have a look; your feedback is welcomed anytime.
In the end: 1. We plan to release the game by the end of June, 2021
2. Based on the initial feedback we want to continue this IP (Classified Stories). Already start putting on paper some ideas for the next 2 games.
3. You can follow us on Twitter: @rvlgames for more behind the scenes or updates