I recently added the 9th island to the game. It's actually the 1st one you'll play in the game, and it was a relatively smooth process to create and polish it. In fact, most things I've been working on recently have gone smoothly (I don't believe in jinxes). I'm in the process of polishing the build so it can be played by press and YouTubers, so I've been jumping around on various things and grinding out little tweaks to make the game better.
One task that I was unsure about was trying signed distance field rendering for the UI. You probably don't know what that means (there's also a 3D version of them for totally different uses), but it's basically a way to render solid shapes using gradient-ized versions of an image. Here's a part of the original UI texture for the game, and the SDF version below it:
Looking at that and the shader code, which is quite simple overall, it's not clear why it makes it possible to render the UI elements at much higher resolution than the original image, but it does. Here's a cropped shot of some new objective list UI in the game at 1440p:
That text is higher resolution the original text from the UI texture, but it still renders quite clearly, and I can adjust some numbers so it's even sharper. That doesn't seem intuitively possible, yet it works. Signed distance fields have been around since Half-Life 2, but they're not as commonly used (or discussed) in games as they should be. I've never used them before even though I've worked on plenty of games that would have benefitted from them. I thought it must be tricky to make them work, but it was quite simple. I didn't even need to change how I generate the UI texture. I just take the output of that and run it through a tool in Unity.
In the end, the code was straight-forward to add, and I only had to change one UI element due to the switch to SDFs (it had some color in the texture, but basic SDFs don't). The UI now scales to different resolutions a lot more cleanly, and I can use as much big text as I want. Not a bad deal for a few hours of work and tweaking.
Other than a new island and UI polish, I've also been updating the camera quite a bit, adding a new Distract Mode for the menus (that could be a whole subject for another time, trust me it's very distracting), and adding objectives to every island/mode combination. With the 9 islands each having 3 modes of play, it feels like there's a lot to do in the game. And that's not counting Sandbox Mode. I also added the part cost system and some new objective types in the past couple weeks.
Speaking of objectives, the build requirements (objectives you have to meet to start playing) are generally simpler than the demo. Instead of forcing you to use a certain part/category, unlocked parts are featured in the Challenge Mode vehicle immediately after they are unlocked. Challenge Mode also got a change so that once you complete it, you unlock the ability to build whatever vehicle you want for that Challenge Mode.
Up next, aside from some more UI polish and camera transition smoothing, is getting a simple scoring system in. It'll combine your budget and time to give you a score every time you finish an island (except Sandbox mode). Of course it'll save your best score (and time/budget) for each island/mode combo, so you can keep trying to improve on those if you like. I'll also try setting some goal scores for each combo, but I'm not sure if that kind of thing fits the game or not. Either way it won't take too long, and it's one area where Early Access feedback will help guide how far to take that system.
Hey guys, it’s time to share the big changes we are working on right now for the game. Without further interruption, let me tell you about our Performances.
What?
Performances will replace the rooms and affectors system we have currently. Before, you had a straightforward floor layout that contained battle rooms and empty spaces for you to place the affector cards onto. Now, we decided to merge them together, creating the ultimate beast - a proper theatrical performance.
It works like this: in the beginning you have a floor with only a starting room and a boss room, and a number of free slots between them (usually, the deeper you go the more slots there will be). You draw performances into your hand just like you did with affectors, and you can place them on the floor map according to your battle strategy or quest requirements. The layout's structure is also non-linear now, which means at some point you can choose between several performances to go to.
Okay, but why?
When we claimed that you can build your own dungeon in the game, just putting 2-3 rooms inside a predetermined pattern doesn’t sound that impressive. Having you physically assemble the majority of the dungeon? Now that sounds like a fancy feature! Mechanically it doesn’t change the flow of the game much – each performance still has battles, enemies, and special modifiers that twist the rules of the game. But we also wanted to highlight the game's narrative potential, fixing the disjointed experience of breezing through dozens of generic rooms randomly slapped together.
Gimme more
Okay, so let’s break it down in a bit more detail:
Each performance contains a set of 3-6 encounters with enemies unique for this biome, or even created specifically for this particular story.
Each performance is a small story in itself, exactly like a real theatrical play. It expands on the world of the game without unnecessary walls of text, relying heavily on environmental and mechanical design, and may sometimes include the characters you meet in the Mansion.
Each performance has a set of unique conditions that change the game’s rules to some extent. Imagine a performance about escaping from a dilapidated temple, where each reward makes you slower and your risk falling into the abyss together with the crumbling floor, or a performance where previously defeated enemies haunt you as ghosts.
Each performance has its own set of mini-quests and conditions that, if completed, provide you with extra rewards.
And did I mention that all of them are visually distinct and contain a set of unique graphics, lighting, and visual effects?
So these are performances in a nutshell. Check out the next devlog for more information about upcoming changes and inner workings of the development process!
Your regular "horny and depressed" indie game developer, signing out.
A new update just have been submitted for Santa Protects the Christmas Tree. This one brings many hopefully useful quality of life improvements:
Slow-Motion can be manually activated or deactivated by the button on screen or with it's hotkey (Q on the keyboard or Left Stitck Press on Gamepad). While deactivated, the remaining Slow-Motion effect is stored for later use.
Weapon keybindings are now visible In-Game on the User Interface.
The order of weapons on the User Interface is the same as the order of weapons when swapping between them with the Mouse Wheel.
Damage of Bubbles can be further increased by running additional circles with the Bubbleblower in them.
Santa is speaking sadly when the last presents are stolen or when the game ends.
The game is now presenting In-Game hints in more appropriate times.
Also some additional improvements and fixes have been added with this update:
Flares have nicer fade-out animations
Added SFX for beating a friend's best time or score while In-Game.
Fixed some issues about not every SFX being affected by the volume slider.
I hope You've enjoy our game and will continue to play with it. If You like it please leave a review on Steam, it would be really helpful!
I am proud to announce that I have activated the registration for the open playtest of Software Company!!
The open playtest will take place from Feb. 8th - Feb. 28th 2022
Despite my announcement earlier i had to postpone the playtest one week, due to an unforeseen memory leak that had to be fixed.
But, here you go. Everyone can enter the open playtest from the Steamstore page. Just click on the provided link and you will automatically enter the playtest and you can download the test version of the game as soon as it is available.
I will post a few roadmaps during the next two weeks leading up to the playtest that also contain more information about what is to be expected from the playtest-version, which features are in it and what will be added during some patches while the playtest is already running.
I will also give the players some tools to provide bugreports, suggestions and general feedback.
I hope many of you take part in the playtest and I am really looking forward to read your opinions on the game.
We are proud to inform you about the upcoming release of "Kamikaze Veggies". We have prepared this official trailer for you on this occasion! Sit back and get ready for a big dose of absurdity!
Before you fire up our crazy vegetables, I have to warn you. On the frontline of the Vegetable War, you'll see a lot of spilled pulp, hear a lot of not necessarily nice words, and the story you will experience is nothing like that of Disney movies. However, if you do not give in to desertion, you will get a solid dose of black humor that stimulates better than a double espresso!
We invite you to a vegetable feast on February 15, 2022!
A free expansion brings 5 new levels and a challenge where you face the Scarab King himself! As well as mummies to mash in place of tourists, there are switch controlled bridges (don't dump your friends in the drink) and deadly traps you can temporarily disable with a gem torn from a scarab's carapace.
But that’s not all! Eight new hats and weapons give you even more options for picking a unique look, so you can cook and chop in style!
20% discount as we welcome new chefs!
Now Xbox and Playstation fans can try their hand at Cannibal Cuisine as it's out now on Xbox and PlayStation, plus the Microsoft Store on PC! The game naturally includes the free Curse of the Scarab King expansion, and comes with a 20% launch discount which we’re bringing to Steam as well! So if you’ve been waiting for your chance to try your hand as a chef, now’s the perfect time.