【Patch Note 1.825】 Fixed a bug related to black vinegar. -Dash attack hit detection. -The start-up time of the jump pad is lost. -The black vinegar skill does not appear in Tamburla's main skill. -The blue indicator of the grape wine gift is the same as the black vinegar. -The blue indicator on the grape wine gift is the same as the black vinegar one. -The black vinegar skill is mislabeled in the main menu.
I added a progress meter to your home terrarium. Right off in the corner. The purpose of this progress meter? It shows the player how many Gooberries they've unlocked in the market. And with that...we officially have a PURPOSE. A reason to exist in the Gooberverse. A goal to work towards.
What is that purpose?
It should have been obvious from the get to. The new addition of this progress meter really helped shine a light on it though. The goal is to UNLOCK all of the Gooberries in the market. It's not going to be that simple though because unlocking new items required GEMS and you're going to have to earn those with a little hard work.
Let's check it out
What's next?
So now that Gooberries has found its purpose. Its time to renovate the tutorial. To really explain to the player why they ended up in the Gooberverse. It's the last step on the roadmap to the full release. It's finally here...I can't believe it!
Due to popular demand, the textboxes and choice buttons in the game have been redone to be a bit prettier. Apologies for the shifting graphics in the past update, but this should be it for a while.
My name is Ben Hale, and I’m a texture artist on GRAVEN. I currently work full time at ILMxLab making Star Wars VR games, and have had the pleasure to work on GRAVEN during my spare time and weekends.
This is not a tutorial, but a bit of a peek into my workflow.
I make every texture in GRAVEN inside of Substance Designer, a powerful node-based tool specifically designed for generating tiling textures. Even though Substance is intended for current-gen PBR materials, it’s surprisingly useful for chunky pixel art or retro diffuse textures. You might think “wouldn’t painting in photoshop be easier?” Sure, it’d be easier if I only needed to do something exactly once. Thus far I’ve made about 500 textures for GRAVEN in only a few months, and that time can add up remarkably fast even with batch scripts or a solid painting pipeline.
You only have to do something once in Substance, and with some parameterization you can turn that one something into a tool to create many more. I’ve made several tools for GRAVEN that enable me to work modularly, and create textures in minutes rather than hours or days. Though making these tools in the first place was a time commitment, in the long run I’ve saved several months of labor.
I start a lot of graphs with a simple pattern like this:
From here, I can derive a lot of information, such as edges, which I can generate individual islands from, which I can turn into random gradients….
And after layering enough random gradients at different angles and intensities, I can get some lovely large rocky shapes, blend some additional rocky height into it, chop off the tops with some levels…
We’re getting something resembling a brick wall.
Here’s a gif of the whole thing through:
And here’s what that graph looks like, mmmm mmm spaghetti!
It’s worth mentioning that I don’t work blind with just the grayscale height trying to imagine the output, I have a 3d preview while I work.
You’ll notice that I have some OUTPUTs in there, those will come in handy for the next phase: color!
For the sake of brevity, here’s what the color part of the graph looks like:
To explain, I’m taking the height I made earlier, and some of the masks and other outputs I made, and using that information to create gradients, drips, color variation, grunge, edge wear, and dirt. Here’s a gif of what that looks like:
At this point, things diverge from a current-gen PBR workflow: I bake in the lighting. Using the green channel of a normal map I generate from the height, I can mask out the tops and bottoms of the bricks using 2 histogram select nodes. I then use those as masks to blend in a top light color, and a bottom shadow color, with a bit of ambient occlusion on top.
And to scale it down to retro size? This is possibly the laziest part of the whole thing, but the results can’t be argued with. I just down-sample it to 512 or 256, give it a light sharpen filter, a pat on the back, and send it on it’s way.
Okay, so you might be thinking “Ben, this is the most dull and arduous way to make a brick wall texture I’ve ever seen, why don’t you just paint it in photoshop like a normal person?”
Ahh you see, here’s where the magic starts. Remember that first pattern we started with? What if we just swapped to a different one?
Instant results, new texture, minimal effort. Remember, I only had to do the work once.
I can do more. I’ve separated the height and color into separate graphs with inputs and outputs, look how clean that is now!
And I’ve parameterized several functions in these graphs to allow me to edit things like brick damage, grout height, brick color, drip length, lighting intensity ect. From 2 graphs, I can make infinite brick textures of all kinds.
As I’ve worked on Graven, I’ve created many tools like these two. I find myself using them interchangeably to do surprising things, such as making a bookshelf!
Substance Designer has transformed the way I work forever, it’s enabled me to be more productive and inventive than I ever have been in my career. I highly recommend the software to anyone looking to improve their texturing, or to start for the first time!
The fear of the dark ... It haunts a person from time immemorial, when during the darkness of the night dangerous predators could hide ... Your memory is erased, you almost do not remember anything. Explore the mansion and try to shed light on the secrets of your past. But be careful with its inhabitants. Rebuild from 24.01.2021: 1) alteration and addition of locations, some locations will be completely redesigned, adding new locations; 2) reworked the visual presentation system, reworked effects and improved graphics; 3) added some useful items; 4) fixed bugs, incorrectness and visual clutter; 7) fixed gameplay mechanics that made it difficult to complete.
「Reshaping Mars」 is a game to build Mars colony and transform Mars into a habitable planet.
In this live event, you will see a story of:
A reliable(nervous) developer,
On desolate Mars,
Mining, power generating, farming,
Attracting immigrants and making the colony thriving(energy shortage),
Building numerous habitat cabin(all kinds of spoilers), and goes well everything(stuck with trifles)
Finally, looking at the thriving(all man's dead) Mars colony, silently opened... the console
Hey my friend, I see a light shining on your head. You must be a geniusːsteamthumbsupː. Here is a demo version of 「Reshaping Mars」. You can play better than this crappy streamer.
(Looking into the distance) The future of Mars Colony depends on you. (escape)
We recently received notice of an extremely limited number of players (currently 2) losing their save data. We've worked with the players affected to restore their saves and investigate the root cause, resulting in this hotfix release we believe will stop this issue from occurring.
Our findings suggest this has impacted an extremely small subset of our playerbase. If you have been affected please get in touch either through our Discord in the #ideas-and-feedback channel or as a reply to this dedicated Steam thread. A member of the development team will then be in-touch to restore your progress ASAP.
Here are the patch notes to Trivia Tricks version 0.8.10.2
In the case a save attempt is attempted to be made, but the players save has yet to be loaded, the game will not save
If Trivia Tricks detects an empty or corrupted save on first load, the save will be removed and replaced with a standard, default save
The in-game version number has been incremented
Once again, we are extremely sorry to any folks this bug impacted. In addition to making our save game code more robust we're now in the process of designing a save backup feature.
Please let us know what you think on our Steam Discussion Forum or join our ever-growing Discord. Thank you for following Trivia Tricks!