It's been a while since I could get a chance to write a blog, but rest assured that there has been a lot of improvements to Draft of Darkness in the last months. In fact, there has been so many that I decided to split the blog into two parts! These changes and the ones in part 2 are already in the Alpha version, so join our Discord and try them out!
Let's not waste any more time and get right into part one!
Renewed UI
I went over the UI's design to adjust it a bit since I wasn't happy with the previous one's color scheme and big pixels. I was torn between changing to a more "post-apocalyptic" style or keeping the futuristic computer interface style; but I decided to go for the latter since that fits to the story of the game as well.
While working on the UI, I've also changed how some of the windows' functions as well. The biggest change is merging the party, gear and deck windows. All the functionality of managing your party, editing decks and equipping gear is now under a single window. It's now much faster to switch between party members, see their decks and make quick changes.
There are also the new "!" indicators to notify you that there is something new! For example, when you get cards during the run, the character edit button will have this icon, as well as the new card, once you open the deck window. Same thing applies for newly acquired gear, booster packs, notes in the library, achievents etc.
3D Encounters
With the switch to 3D in the exploration phase, I started feeling like the styles for the 2D encounters and 3D exploration did not match anymore. After a test I've put together, I liked the 3D encounter style more and decided to keep it. I've added a transition animation to the encounter phase. Also, the camera rotates in a similar manner to "Darkest Dungeon" for entity turns, which enhances the 3D perspective.
Encounter Animations
Characters now have attack, hurt and death animations during the encounters. This was a task I was dreading to work on since it was a lot of work to make separate attack animations for each weapon type and hand. New animations are definitely an improvement over the "slightly slide towards enemy" animation they were doing before.
I've also added blood (and poison) decals, meaning the blood will splatter onto the floor and stay there. This adds some juice (literally) to the combat and makes shooting zombie rats a lot more satisfying. Also there is a twist: if you kill an enemy with a critical hit, you will see a special effect! (Works only on streets area enemies for now.)
Map System
With the new 3D exploration, the "Detector" item had been removed from the game. That item was the main way to find your way in the "dungeons" of the game. I've originally aimed to give player a more organic way to explore the map, by seeing something they want to explore rather than an arrow pointing to things. But with the Detector's removal, keeping track of where everything is in the map got harder. To solve this, I've added a mini-map that can also be expanded to see the whole level. It shows where the events are and you can see the parts of the floor you haven't explored yet. And it was easy to implement for me since it's actually mostly reused code from the old 2D exploration. That's always a plus!
Tile Grid
Something I've noticed with people playing the game is that, the movement in the exploration phase felt very wonky to them; as if the character is getting their input in a delayed manner. This is very apparent with people that are not very familiar with the true movement mechanics of the roguelike genre. Since players don't see the "tiles" while they move, they expect to have free control over the character's movement. As a possible solution for this issue, I've added a grid that shows the tiles during exploration. This is hidden by default, and can be enabled by pressing a key or in the options menu. This grid also highlights tiles that will trigger an encounter, in other words, tiles that are next to enemies. This might be useful for players that prefer to have clear vision on the mechanics instead of trying to immerse themselves in the game's atmosphere. I personally prefer playing with the grid off, but I won't hold it against you if you enable it!
Huge Performance Boost
If you're in our Discord server and have read my recent devlog messages, you're probably aware that I've recently lost my precious GPU. As grim as it is, this technical issue actually turned out good for the game. I've been literally forced to optimize the game to be able to continue development on my Intel onboard GPU. I'm happy to announce that the game now works on Intel integrated GPU on 60 FPS on low settings!
I don't want to go into technical details but I've made many changes to what the preset quality settings actually do. For example, "Low" setting now completely removes shadows, which brings huge performance boost. There are also separate options to disable taxing post processing effects like "ambient occlusion", "color bleed" etc. Other than these options, I've also worked on dynamically merging game objects after generating the level. Since static batching is out of the picture for the fully procedurally generated levels of Draft of Darkness, this method of merging meshes on the fly was a huge improvement for a big performance increase.
Are We Done?
We are not done yet, but since there are a lot of changes, I split the blog into two parts. If you want to see all the changes yourself, you can play the game for FREE in our Discord server. Draft of Darkness is in the last stretch of the Alpha phase of development and will soon evolve into it's Private Beta phase. So catch it while it's available by joining our Discord server! See you on the next one...
After lots of updates since launch from listening to what players want in the game, v1.1 is our biggest update yet! Our two-person Cloudfire studios team has packed this monolithic update with requests from our community, including new buildings, a research map, new camera options, upgraded lasers, copious amounts of balancing and more. Starport Delta is also 50% off as a part of the Steam Winter Sale!
If you're interested in seeing Starport Delta in your language, make sure to let us know! We have a dedicated localization requests channel on the Starport Delta Discord and we're listening on all other channels as well.
Read the full details on what's new in our announcement.
For players who interested in the contents of "Rabi-Ribi 5th Anniversary Symphony Deluxe Box". We will share more informations at the anniversary. Remember the day is 29th, January! ːrbrb1ː
- +30 levels - Make cracks stronger, especially random strike. - Improve crack generator and make cracks more frequent
- An ingame menu was added, in order to allow you to change settings without leaving your level, and also to pause it. You can trigger it by using escape. - Improve mouse control and keyboard control: (Right click can be kept down to go back quicker, r key to restart level, wasd and zqsd as alternative to arrow keys) - Level number are shown on campaign screen when mouse is above.
- No more crash when playing a long time (Actually, it was the number of levels played that trigger the crash, there was a file descriptor leak) - Less RAM consumed
Some musics clips from Melordandek are gonna be posted on YouTube soon... and for XMas, everybody can enjoy a 66% promotion. Merry christmas, and happy new year!
DPS2 is available, if you want to try it, first of all copy all your content (maps and custom tilesets) to a location other than DPS working folder, to prevent data loss. After, right-click on DPS title in Steam Library, go Betas, and choose DPS2 from the dropdown. While it is being downloaded you may watch the video about how to use it https://youtu.be/QIPlIRKrEvU It describes the majority of approaches except for two fresh features. First is the Perimeter tool (5th from the top) and the Texture Variant (6th from the top). The perimeter works like a Plenty, but you needn't define the areas for it, because it takes it from its parent. When placed in a room, it is built inside, when placed in a building outside, you will find an example in "UnderdarkTones" map. The texture variant can be added to Perimeter and Plenty entities, it has a lot of options, I'm sure you'll like it. PS: to run the legacy version click the button on the left side of the splash.
Tales From Space: Mutant Blobs Attack - DrinkBox_Gabby
Happy Holidays!
Wow… 2020 sure was a year, huh? 😅 Despite, well you know *gestures broadly*, we’re very fortunate to have had a pretty good year at DrinkBox and wanted to take some time to look back, reflect on the year, and share some highlights.
When COVID-19 hit back in March, the city of Toronto went into full lockdown and the whole DrinkBox team transitioned to working remotely from home. There was definitely an adjustment period as we set up our respective home offices, switched to using Discord for our daily stand ups and meetings, and got used to our new co-workers -- ie. our cats and dogs and plants, who were especially excited about this working-from-home we were all doing. We’ve since settled into a nice flow with the whole team working together remotely, and now we have a new Friday night ritual of playing games together via Discord, which is a nice thing to come out of this whole lockdown thing.
Speaking of which, here are some of our team’s favourite games they played in 2020:
While we didn’t have any new releases in 2020 ourselves, we did have some exciting Guacamelee! news to come out of this year:
The Guacamelee! One Two Punch Collection was released in Europe!
Juan made a cameo in Bounty Battle, along with several other indie game protagonists
NOW Magazine named Guacamelee! one of their Top 10 Toronto-made Games (a lot of great games are made in Toronto so we’re very honoured!!)
We partnered with Ship to Shore to create TWO vinyl records for both Guacamelee! and Guacamelee! 2! You can pre-order them both here
We also teased our upcoming unannounced game which we’ve been working hard on over this past year. It’s a brand new IP we’re very excited for, and can’t wait to share more about it with you in 2021 👀
To help us develop this brand new game we’re working on, we added 2 new people to the DrinkBox team, including Josh Davis our QA Tester and Kaitlin Smith our Associate Producer!
Hey actually, did you know we’re currently hiring for 2 additional roles including Senior Programmer and Game Tester? If you’re interested in applying check out the job listings here. We’d love to have you on the team!
Thanks for all your support in 2020. We hope you’re doing well and continuing to stay safe and that 2021 will be a much better year for everyone.
Happy Holidays, from your pals at DrinkBox studios
By the way, all of our games are on sale for up to 80% OFF during the Holiday! These are the steepest discounts we do all year, so there’s never been a better time to pick up our games:
Wow… 2020 sure was a year, huh? 😅 Despite, well you know *gestures broadly*, we’re very fortunate to have had a pretty good year at DrinkBox and wanted to take some time to look back, reflect on the year, and share some highlights.
When COVID-19 hit back in March, the city of Toronto went into full lockdown and the whole DrinkBox team transitioned to working remotely from home. There was definitely an adjustment period as we set up our respective home offices, switched to using Discord for our daily stand ups and meetings, and got used to our new co-workers -- ie. our cats and dogs and plants, who were especially excited about this working-from-home we were all doing. We’ve since settled into a nice flow with the whole team working together remotely, and now we have a new Friday night ritual of playing games together via Discord, which is a nice thing to come out of this whole lockdown thing.
Speaking of which, here are some of our team’s favourite games they played in 2020:
While we didn’t have any new releases in 2020 ourselves, we did have some exciting Guacamelee! news to come out of this year:
The Guacamelee! One Two Punch Collection was released in Europe!
Juan made a cameo in Bounty Battle, along with several other indie game protagonists
NOW Magazine named Guacamelee! one of their Top 10 Toronto-made Games (a lot of great games are made in Toronto so we’re very honoured!!)
We partnered with Ship to Shore to create TWO vinyl records for both Guacamelee! and Guacamelee! 2! You can pre-order them both here
We also teased our upcoming unannounced game which we’ve been working hard on over this past year. It’s a brand new IP we’re very excited for, and can’t wait to share more about it with you in 2021 👀
To help us develop this brand new game we’re working on, we added 2 new people to the DrinkBox team, including Josh Davis our QA Tester and Kaitlin Smith our Associate Producer!
Hey actually, did you know we’re currently hiring for 2 additional roles including Senior Programmer and Game Tester? If you’re interested in applying check out the job listings here. We’d love to have you on the team!
Thanks for all your support in 2020. We hope you’re doing well and continuing to stay safe and that 2021 will be a much better year for everyone.
Happy Holidays, from your pals at DrinkBox studios
By the way, all of our games are on sale for up to 80% OFF during the Holiday! These are the steepest discounts we do all year, so there’s never been a better time to pick up our games:
Wow… 2020 sure was a year, huh? 😅 Despite, well you know *gestures broadly*, we’re very fortunate to have had a pretty good year at DrinkBox and wanted to take some time to look back, reflect on the year, and share some highlights.
When COVID-19 hit back in March, the city of Toronto went into full lockdown and the whole DrinkBox team transitioned to working remotely from home. There was definitely an adjustment period as we set up our respective home offices, switched to using Discord for our daily stand ups and meetings, and got used to our new co-workers -- ie. our cats and dogs and plants, who were especially excited about this working-from-home we were all doing. We’ve since settled into a nice flow with the whole team working together remotely, and now we have a new Friday night ritual of playing games together via Discord, which is a nice thing to come out of this whole lockdown thing.
Speaking of which, here are some of our team’s favourite games they played in 2020:
While we didn’t have any new releases in 2020 ourselves, we did have some exciting Guacamelee! news to come out of this year:
The Guacamelee! One Two Punch Collection was released in Europe!
Juan made a cameo in Bounty Battle, along with several other indie game protagonists
NOW Magazine named Guacamelee! one of their Top 10 Toronto-made Games (a lot of great games are made in Toronto so we’re very honoured!!)
We partnered with Ship to Shore to create TWO vinyl records for both Guacamelee! and Guacamelee! 2! You can pre-order them both here
We also teased our upcoming unannounced game which we’ve been working hard on over this past year. It’s a brand new IP we’re very excited for, and can’t wait to share more about it with you in 2021 👀
To help us develop this brand new game we’re working on, we added 2 new people to the DrinkBox team, including Josh Davis our QA Tester and Kaitlin Smith our Associate Producer!
Hey actually, did you know we’re currently hiring for 2 additional roles including Senior Programmer and Game Tester? If you’re interested in applying check out the job listings here. We’d love to have you on the team!
Thanks for all your support in 2020. We hope you’re doing well and continuing to stay safe and that 2021 will be a much better year for everyone.
Happy Holidays, from your pals at DrinkBox studios
By the way, all of our games are on sale for up to 80% OFF during the Holiday! These are the steepest discounts we do all year, so there’s never been a better time to pick up our games:
Guacamelee! Super Turbo Championship Edition - DrinkBox_Gabby
Happy Holidays!
Wow… 2020 sure was a year, huh? 😅 Despite, well you know *gestures broadly*, we’re very fortunate to have had a pretty good year at DrinkBox and wanted to take some time to look back, reflect on the year, and share some highlights.
When COVID-19 hit back in March, the city of Toronto went into full lockdown and the whole DrinkBox team transitioned to working remotely from home. There was definitely an adjustment period as we set up our respective home offices, switched to using Discord for our daily stand ups and meetings, and got used to our new co-workers -- ie. our cats and dogs and plants, who were especially excited about this working-from-home we were all doing. We’ve since settled into a nice flow with the whole team working together remotely, and now we have a new Friday night ritual of playing games together via Discord, which is a nice thing to come out of this whole lockdown thing.
Speaking of which, here are some of our team’s favourite games they played in 2020:
While we didn’t have any new releases in 2020 ourselves, we did have some exciting Guacamelee! news to come out of this year:
The Guacamelee! One Two Punch Collection was released in Europe!
Juan made a cameo in Bounty Battle, along with several other indie game protagonists
NOW Magazine named Guacamelee! one of their Top 10 Toronto-made Games (a lot of great games are made in Toronto so we’re very honoured!!)
We partnered with Ship to Shore to create TWO vinyl records for both Guacamelee! and Guacamelee! 2! You can pre-order them both here
We also teased our upcoming unannounced game which we’ve been working hard on over this past year. It’s a brand new IP we’re very excited for, and can’t wait to share more about it with you in 2021 👀
To help us develop this brand new game we’re working on, we added 2 new people to the DrinkBox team, including Josh Davis our QA Tester and Kaitlin Smith our Associate Producer!
Hey actually, did you know we’re currently hiring for 2 additional roles including Senior Programmer and Game Tester? If you’re interested in applying check out the job listings here. We’d love to have you on the team!
Thanks for all your support in 2020. We hope you’re doing well and continuing to stay safe and that 2021 will be a much better year for everyone.
Happy Holidays, from your pals at DrinkBox studios
By the way, all of our games are on sale for up to 80% OFF during the Holiday! These are the steepest discounts we do all year, so there’s never been a better time to pick up our games: