This time, we'd like to introduce the main character, Mikoto, and the specter, Mei, with a full-body drawing and character profile that you won't be able to see in the main game, exclusively for the Steam community!
MIKOTO(ミコト)
She was born and raised in a family of Miko, legendary female priests who have been around since ancient times. The Miko play the role of relieving the stress of the Yokai. With a cheerful and positive personality she is always active and has a particular love of dance. It is up to Mikoto to dance through the noise of the Yokai and soothe their restless spirits!
MEI(メイ)
She is a Yokai of the Gashadokuro skeleton type. Although she has a calm and gentle personality she sometimes speaks abruptly which can having a freezing effect. However, when conversation turns to things that she likes she becomes excited and energetic. Her hobby is collecting bones and she is always looking for a suitable place to store them. Gashadokuro doesn't like dogs because they chew on her bones.
How did you like it? We may have more to tell you about the game that you can only find here! Don't forget to add it to your wish list so you don't miss out on the latest news. So, enjoy the launch!
Hey there Creostriders! It's so exciting to finally be able to reach out to all of you and let you know about our exciting new version of Creo - V.0.5.2! I've been hard at work for the last several months developing a myriad of improvements and changes to our beloved game, and with all the hard work being done, the time has come to release the update.
That's all great news, but where have you been for the last few months?
That's an excellent question, random stranger! If you all haven't noticed, I've been somewhat quiet about Creo's development for the last few months - this hasn't been out of laziness or me not caring about the game, I've actually been fortunate enough to co-found a tech startup in my hometown, and with this new startup, a massive new set of responsibilities and work were added to my plate. For the last few months, I was working a full-time development job, afterward, I would do a variety of work for our startup, and then I would make time to work on Creo.
I can't tell y'all just how cathartic it has been to work on Creo. With life being as crazy as it is, making time to work on Creo feels like coming home - it's my warm space where I can let my imagination run wild, and work on making an awesome gaming experience for all of you. So I would set aside time late in the night to work on the game - after my son was put to bed and all was quiet.
I recently left my other full-time job to focus on our startup, which has also opened up quite a bit of time for me to work on Creo! With this increased free time, I was able to wrap up a variety of improvements and updates for the game, in addition to squashing a variety of bugs! I'm excited about what's in the works for Creo, but enough about me, let's talk about this update!
What the update contains
A large part of my time was spent working on two massive undertakings for Creo - adding language localization support, and a huge refactoring of my code architecture. Adding language localization support has been something I've always wanted to add to Creo, but I knew that it would take me a large amount of time to update all of the code to support this (this was due to a terrible game dev decision made when I just started working on Creo - all you beginning game devs out there, make sure to add language support right at the beginning!)
I finally decided to bite the bullet, and after dozens of hours of refactoring, I've got Creo and my workflow updated to allow for various languages! I've currently added Spanish support since that's my native language, but I'm hoping on adding a variety of other languages as time goes on, so let me know which ones you would like to see!
I also drastically improved Creo's core programming structure, which will allow me to add buildings and new game features much more simply and quickly than before. The changelog for this update is very long, so I will post it below, but I will highlight the ones which I think you will be most excited to hear about:
Updated tree models to match the building's voxel style
Made a variety of UI improvements, including asking if "you're you want to delete your save" - no more accidentally deleted saves!
Improved the water animation quality (intersection foam, waves, transparency
The game now saves your camera's position, rotation, and zoom - no more having to load a game with the camera in a weird position
Dozens of other improvements and bug fixes
The future
What does the future hold for Creo God Simulator? Well, in the short term, I'm thinking about adding in a variety of new buildings, such as the trading guild and the tribute altar. I've also built about 75% of the new prophet spawn event - beware, though they might increase your believer's faith in you, they might also overzealously trigger disasters! I'm also going to be adding in a reward/loot drop system where when you successfully defeat/survive certain events, resources are dropped. This is being done to help prevent you from running out of wood/stone/etc. I've also got several new events in the work (we're needing many more positive events, to help balance out disasters).
I'm wanting to keep things a bit wacky at times, so please make sure to join our Discord server and let me know what randomized events you would like to see!
As a final word, I just want to thank you all for being so patient with my little game - I'm trying my best to make time to grow this game, and I know that we'll keep adding improvements and making it better as time goes on, just as we have been up to now! Hope you all continue to have an awesome summer - stay safe out there, and don't go casting lightning bolts too often!
- Esteban
Big Changes:
Added language localization support (Spanish)
Game now saves/loads camera position, rotation, and zoom on save/load
Drastically improved code structure of all buildings, improving performance and making it easier to add/modify buildings
Small Changes:
Made small temple generate a passive amount of willpower based on priests working at the location
Improved smite animation, added small crater when smiting area
Upon language change, a notification box will clear itself
Added confirmation box appearing when clicking on the "delete save" button to prevent accidental deletion
Updated load buttons UI to be more easily readable (moved save date)
Updated farm vertical position so that farmers don't sink too deeply into farm
Updated trees to match other game art (Breaks previous saves)
Added caret to trade menu inputs
Added language support to trade system
Added Spanish version of the tutorial
Improved selected building info UI (hp, text positioning)
Improved water quality (intersection foam, waves, transparency)
Bug Fixes:
Fixed loading menu's save slots not showing correct incompatible version warning message on hover
Fixed main quest not successfully rewarding player upon completion
Fixed main quest icon triggering issues in different situations
Fixed meteor having choppy movement during fall due to not interpolating the position of rigid body
Fixed placeholder text appearing in inspiration menu when first opened
Fixed "Advanced training" technology appearing at the end of the inspiration menu
Fixed quality level not being rendered correctly in the options menu
Fixed camera pan not applying bounding limits - the camera will now limit pan distance
Fixed bug where roads could be built regardless if there are insufficient resources
Fixed roadbuilding exploit where short roads would cost no wood/metal. Resolved this by making any road cost at least 2 wood, 1 stone, 1 metal
Fixed bug where when workers died, they did not remove their filled role at their workplace
Fixed villagers death sound effects not outputting to correct audio output channel
Fixed typos in tutorial
Removed Creobrine
Fixed logic error where basic Market logic was being applied incorrectly due to a typo
Fixed birthrate error where more villagers would be born than population capacity
Fixed villager animation bug where working animations would be triggered on villagers that do not have working animations
Fixed camera issue not showing water transparency
Fixed building rotation being fps-locked
Fixed zoom speed being fps-locked
Fixed building menu not closing on right click for high fps machines
Build 1850 is a small update focused on completing the current iteration of the 3D rings system and fixing bugs detected during the public beta. By "current iteration" I mean that 3D rings will be updated in the future, but for now I must move on to other tasks. This build (maybe with a few updates) will be released to the main public branch as soon as possible.
I would also like to address a few common feedback items, some of which were already addressed in more detail in the previous blog post:
Rings are VERY thin, generally a few tens of meters at most. You must fly into them at a very low speed (like 10-100 m/s, depending on the angle) or else you will fly right through them without ever seeing the inside. In every case where someone joined the public beta and reported that they did not see 3D rings, this was why.
Some parts of a ring system will only have dust with no "rocks"; this is normal.
If ring particles seem to be randomly popping around the screen with every frame (including appearing "ghostly"), it is because your camera is not moving at the same speed as the rings are orbiting the planet. Pause time, bind the camera to a moon inside the rings, or go into the flight simulator and put a spacecraft into a circular zero-inclination orbit within the rings.
Changelog
Added dust self-shadowing in 3D rings
Reduced aliasing of rings while looking edge-on
Reduced aliasing of ring shadows on planets
Geographic grid on black holes, neutron stars, and white dwarfs is warped according to gravitational lensing
Geographic grid color parameter is added to all skin config files
Optimized the Map mode performance near the Solar system and in other galaxies
Anti-aliased lines of constellations and coordinate grids (celestial, geographic and the Map mode grid)
Sharper orbital path lines
Ability to skip building the shader cache by pressing Esc in the loading window
Importing locations from clipboard automatically detects format (se:// URL or script)
Fixed inability to type negative magnitude limit in the camera toolbar
Fixed Wiki display of Hill/influence radius for gas giants
Fixed bug with rings lighting when toggling planet shine
Fixed bug with celestial grid and constellation line colors not loading from the skin config on startup
Fixed incorrect catalog stars clipping in the Map mode
Fixed wrong number of stars rendered in the Map mode
Fixed keyboard zoom speed being framerate-dependent in the Map mode
Fixed multiple errors in printing object names to the log file
Fixed incorrect impostor rendering of distant galaxies after loading some saved locations
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : 500 R.Cash Gift certific - 19:30 : 3rd Gacha Ticket(1EA) - 20:30 : Item Compose
Hey, happy Canada Day! Thanks so much for checking out Pre-Strike. It’s been a total labor of love for us at Faucet Software! We’re a two person team, and honestly we weren’t sure if we would ever actually release over here on Steam. There have been a lot of set backs and lapses in motivation, but dang-- here we are!
Being our first game, we’ve put a lot of love into it… though we have to admit that there is still a long way to go until Pre-Strike is up to the standard that we want it to be. That’s why we’re finally releasing an open alpha on to Steam, to get feedback from people that actually enjoy idle games!
It’s a big day for us, and we hope that whoever happens to download Pre-Strike gives it a fair shot, and hopefully enjoys it.
Thanks again for checking us out! Hope to see you again with our next update!
Fixed an issue where the screen would blur after werewolf is finished with the Silver Sword Fixed an issue where Psycho Phil’s chainsaw finisher would skip frames. Fixed an issue where Corey’s finisher would play effects on the wrong frame of animation. Fixed an issue where Edith’s Pounce Finisher would skip frames.
Balance Changes
Increased Frenzy Fully Charged Bite Lunge Increased Frenzy Charged Bite cooldown on miss. Changed Werewolf crouch jump so it's better suited for jumping through windows when out of stamina.
Decreased Beer HP regen time from 40 seconds to 15 seconds Increased Beer cooldown from 6 seconds to 15 seconds
For June, as I mentioned in my previous devlog, I would spend my time working on the FPS game instead of Bright Red Skies. So what I did was work on the title screen, improved the damage feedback, and started to create the template for the lobby room.
For the title screen, I was thinking about what I wanted to show and decided to show the giant doors leading out of the lobby and into the main part of the game. Since the game is a roguelike, this is probably something that you'll have to see a bunch of times. The scene is pretty static so to add some motion, I just added some camera movement as you move the mouse around.
Wanted to also add some better feedback when you get hit, to try improve the game feel. So now there's an effect that appears when you take damage, so it's a weak blue color when taking damage to your shields and when you start getting dealt damage to your health it will pulse a strong red. There are also pointer indicators to show you which direction you're getting shot from. Also, when you take enough damage and die, you'll get transported back to the beginning, but more into that later on.
To create a hub area, there's a lobby room that will exist on all of the floors. This is where you can use your resources to purchase weapons, armor, and upgrades as well as talk to the other competitors. For now, it's still pretty rough, but most of the parts of the lobby are all there it just needs to be more filled in and the lighting needs some tuning to look better. Here's a sketch of the layout that I drew before starting to work on implementing it in the game:
In-game:
So you may be wondering what the premise of the game is since I haven't mentioned it before. Well, the game is a roguelike FPS with an anime theme so when coming up with the concept I was trying to find a way to merge roguelike, FPS, and anime together. So the idea I came up with is that the game will take place in a tournament since tournament arcs are really common in animes. I took a lot of inspiration from episodes 6 & 7 of Kino's Journey, where a character name Kino is thrown into a coliseum where competitors duel each other in a tournament format. The winner of the duel has the option of letting their opponent surrender so they can leave the battle with their lives and that's something I also want to incorporate into the game. Where killing your opponent will give you a useful item for your run, but sparing your opponent may lead to a better ending. Instead of making it just a couple of boss fights, I added in the procedurally generated rooms to add randomness and these will be the "trials" that you need to get through before you face your opponent.
To make the replayability of the game make sense in this fictional world, there will be a bag that the player owns that connects the multiple dimensions of the universe. So when you die, you begin playing as a version of yourself from a different dimension except some of the items you had in your previous run are shared in this new version of yourself. Yeah, the concept may be strange, but it's a fictional universe so anything goes. :p
Something I want to prioritize though is the gameplay since making a fun game is one of my main goals with developing this game. So there is going to be a dialogue system where you can talk to the different competitors and learn more about them but you can completely skip that part and still play the game no problem. It's more of an extra part of the game if you're interested in the characters or lore.
Anyways, you might have noticed that there wasn't really too much done this month. Unfortunately, I only spent about half of the month working on this game. Real-life is keeping me busy and we were on a bit of a crunch at my day job, I did the GMTK 2021 game jam, and I took the 2nd dose of Moderna that wrecked me for about 5 days. I hate making excuses, and now it's 2 months in a row of not hitting the milestones that I wanted to hit. Trying not to spiral into an unproductive cycle, so will try my best to get back to a better pace for July.
For July what I want to do is:
Finish the lobby
Dialogue system
Better lighting
Improve game feel (movement and gunplay)
Change the implementation of the doors connecting the rooms
That's all I got for this devlog! And as some random guy just trying to live the dream of making a game, I really appreciate you guys taking the time to read all the way up to the end. See you for the next one! :D