Hey Scholars! In this Devlog I cover the programming behind creating the magic system you see in Scholar of the Arcane Arts. Check out the video below. Reminder you can play the demo during Steam's NextFest!
2022 may have only just begun, but the first update of the year (1.16) has already been released on Steam! We dedicated the end of last year and the beginning of this one to a “clean sweep” type of update, which is to say that we went through our backlog and fixed everything we could within a given timeframe. This approach also gave us the opportunity to plan out the content for future updates. If you’re interested in learning more about our plans for this year, make sure to check out our DayZ in 2022 article for all the details.
Update 1.16 contains a variety of fixes and adjustments which are aimed at certain balancing and gameplay issues. This can be read in detail on the following article: https://dayz.com/article/game-update/DayZ-Update-1-16
Server-side gameplay settings (introduced in a previous game update) were expanded by adding the ability to switch off the 2D map layout for a more immersive experience (only the 3D map will be available in this instance). You’ll also now find additional parameters to control the length of the unconscious state to tailor the experience according to play styles (i.e. interaction-based vs PvP servers). Speaking of servers, we have also increased the limits of script class indexing, which were causing issues when combining a larger amount of mods together. Modders and server owners will also appreciate the extensions within the firearms API, which now allows the spawning of magazines and bullets directly into newly created empty firearms (this was only possible before through the central economy).
And it wouldn’t truly be an update without us introducing a bit of content with it. That’s why we’re happy to introduce the Bizon, an iconic AK-based .380 submachine gun with an extra-large magazine. We’re also introducing the alarm clock, which allows you to see the time in-game and offers you the ability to set an alarm for a certain time in order to scare your enemies or lure the infected.
We’re already hard at work on the next game update, but we hope you’ll have fun with this one for now.
Skald: Against the Black Priory - the Prologue - fee-ona
Small note from Raw Fury before we continue. Hello! My name is Fiona and I'm a Community Manager here at Raw Fury. I'll be posting on behalf of AL and you'll see me lurking around the steam forums. Thank you!
Happy new year!
Wait, what? Is it February already? All I can say is time flies when you’re having fun. This update is a bit overdue but as always, if I’m a bit tardy in posting on the devlog it’s because I’m making our dream game.
The new year has been a torrent of making cool plans, have Covid wreck it all and instead write awesome code!
Our big carrot of Q1 2022 was that Raw Fury and I were going to GDC in San Francisco to promote Skald. We always knew it was a risky prospect and as Omicron ramped up over Christmas we reconsidered and canceled the trip. And let me tell you: I’m almost glad we did!
It’s given me time to dig deep on a few areas that I always wanted to improve in the game. I’ll try to summarize some of the latest developments:
The GUI System
I’ve rewritten the GUI system. Yes, pretty much all of it. It was pretty much one of the last components of the game where I used Unity’s built in system but it was a bit of a mess. I’m sure someone who’s better at Unity could pull it off, but I really just want Unity to compile my game and leave me alone beyond that.
Thankfully, the Skald engine is really good at drawing pixels on screen with perfect precision and so I was able to use my engine to do stuff like draw fonts, UI-elements and handle transitions and mouse interactions.
One of the first big advantages is that I can now have the game scale perfectly to the screen so it gets pixel perfect resolution.
If you zoomed in on the game in full-screen mode, it used looked like the left image. Now everything scales perfectly and it all looks like the right image. Crisp enough to make your eyes bleed.
For a pixel-purist like me, another advantage of the new system is that we can swap Unity’s vectorized fonts for home-made “real” pixel fonts.
I also added the ability to insert big illuminated first letters at the start of the script. I need to polish the graphic design a little bit but all in all I think it’s going to look amazing.
But there’s more: The new system allows for highlighting of keywords in the text that you can mouse over to get helpful info. Naturally this will also be possible on menus like the character sheets where you can mouse over attributes to get a description or on the map where mousing over objects will allow you to get info in pop-up boxes.
Finally, note how the menu above slides on and off the screen for a bit of a smoother transition.
With all the UI stuff, the technical stuff is now done but there’s still work to be done to really take advantage of its full potential. Stay posted for more updates!
The Animation System
The moment I signed with Raw Fury, one of the first features I knew I wanted to expand upon a bit was the animation system.
Building an animation system that cycles through frames of animation is easy enough. The trouble is scaling it. There are basically three types of models in Skald:
Simple Models: These are models like the rats in the demo. They have few animation frames and very few customization options. This works because for the most part, you won’t see them doing anything outside of combat so all you need is a few idle frames and some combat frames.
Custom Models: These models have more complex animations so we can have it perform more complex actions. A great example of that is the big monster below. These are very cool and expressive but costly to make since each frame needs to be hand drawn. The upside is that there isn’t a ton of them in the game.
Humanoid models: This is the tricky part and where the Skald engine shines. The humanoid models in Skald are “paper-dolls”. That means you can swap costumes, items, skin-color, hair etc and have it show up on the model. They also need dozens of animation frames (and perhaps hundreds by the end). This means hundreds of thousands of different frames to account for all possible permutations of costumes and animations.
Fear not! The Skald engine solves this by doing humanoid animation in a semi-procedural way. Basically each model consists of a dozen components drawn using a kind of animation skeleton. Legs, torsos, arms, heads, hair, items etc are drawn in relation to each other and colored according to specifications. This means that for each new behavior we want to animate, we’ll only ever have to add a very few frames.
As an example, look at the image above again. The character falling to his knees is not a unique animation. Any of the characters on-screen would perform the same animation if given the command.
The awesome part is that adding that particular animation strip to ALL HUMANOID MODELS in the game took only about 20 minutes.
Anyways, you’ll be seeing a lot more of this system as we go. Here is an example of me experimenting with adding some animation frames to the player’s attack animation:
Trust me; the system works – it’s just that I’m not a very good animator 🙂
The Level Editor
This one is the Golden Goose for me. My level editor has been a pretty big bottleneck so far. I just couldn’t get it right and I lacked a clear vision for what a great tool would even look like for Skald. Then I saw the amazing “Tiled” editor and I was saved.
“Tiled” had a simple suit of features that were all I had ever asked for and I knew I needed something like that for Skald. I had two options:
1) adopt “Tiled” (it’s free) and use it for Skald or 2) try to write my own version of it? Well, I just told you I rewrote my whole GUI system to get nicer fonts so I doubt you’ll be surprised to hear I made my own in-house version of Tiled.
This may seem excessive, but a good level editor is critical and this way I get one that is seamlessly integrated with my other tools. I also don’t have to depend on external software. Most importantly though: All the Skald tools will now be collected in a single application so the Skald community can eventually get to mod and create their own application using the exact same tools I used to make this game.
I still have some development to do on the editor before it’s fully functional but as soon as it is, I’ll be doing some streaming of me making levels in style!
Next Steps
So in broad terms, the next big step is doing a major overhaul of the demo to be released in spring / summer. This is primarily to show off and test the new features and it’s also a hugely important tool to get Skald on the radar of press and content creators.
To that end, we’re also going to redo the Steam pages, the website and make a new trailer.
We will be doing more Beta testing before then as well but I’m waiting till things are a bit more stable so I don’t get swamped in reports of issues that are already known. Testers are a limited resource and we need to save it until it really counts.
Three weeks ago, we launched the completed version of Not For Broadcast. That event marked the end of the 2-year Early Access development phase. During this time, we've polished the game and added lots of content, including the third and final episode that concludes the story with one of fourteen different endings.
We would like to share some of the fun stuff that has been happening since we pushed that "Publish" button on the game's page. Here we go!
TAKING SIDES (SPOILERS!)
So, let us start with a fundamental question: do you obey?
ːadvancelogoː 28% of the players who completed the game got a pro-government ending; ːdisruptː 72% went anti-government.
More than twice as many people have chosen to disobey. Which once again proves that humans are freedom-loving creatures.
RECEPTION
The final version of the game has been received well by critics and press. We stand at 86 on Metascore based on favorable reviews from, among other outlets, Screen Rant, Hardcore Gamer and GameGrin.
The user Metascore is currently 8.6.
STEAM REVIEWS
95%. Overwhelmingly Positive. We feel like we're living in paradise. It's just awfully nice, to be honest. Thank you so much to everyone who has taken their precious time to give us a thumbs up—it really helps the game to be featured more by Steam and thus attract more players.
Here are the reviews that we liked the most:
Click the image to enlarge
INFLUENCERS
The Early Access version was covered by some of the most well-known gaming YouTubers from all over the world like jacksepticeye, Kuplinov ► Play, Gameplayrj and Dương FG. The trend has continued with the 1.0 launch: several big names have gotten their hands on the game, including 8-BitRyan, ViteC ► Play and Northernlion. Currently, Not For Broadcast is standing at 6.6K followers on Twitch.
Bloody hell, we didn't expect that much love from our community! There is already a lot of amazing creations from the players on Twitter, let alone the Discord server where #fanart is one of the most active channels. Here are just some of the fan works:
A "Neil's Deals" Fan Website
Click on the banner below
Once again, a big "Thank you" to our astounding community! You've been nothing but supportive of us the whole way and we couldn't have wished for more. Now, if you don't mind, we're off to celebrate (again)!
We worked very hard for months, with days and nights spent to design and code all the new features and improvements! Here's a detailed list of all the new things Dealer's Life 2 contains compared to the first one:
All Dealer’s Life original mechanics and features
Overall graphics improvement: now, this is a great change
20 new avatars: you can choose to be whomever you want! Every avatar has its own skills set so choose wisely
700+ items: from yachts to candlesticks, from swords to action figures… you name it, we have it
Infinite customers: now with improved procedural generation, you’ll encounter countless different customers, each with their own name, characteristics and wonderful appearance
Pawned items: a pawned item can be paid a fraction of its price and the item’s owner could get it back after a while by settling the loan, but if the owner does not show up you’ve got a nice new item at a very low price
Stolen items: if you happen to get your hands on a stolen item you’d better sell it real quick if you don’t want troubles with local police
Fake and replica items: fake items can now be converted into replicas. A replica item is a lot less valuable than a fake item but selling it won’t affect your reputation at all. Will you pay the price to stay clean?
100+ new encounters: funny events, strange situations, crazy deals! It’s unlikely you’ll manage to see all of them in a single game
11 new special characters: from shady guys to famous collectors, every character will be a surprise!
Random events: anything can happen but you decide! Every event has choices to take but sometimes a specific skill or employee could really make the difference
Quests: many kinds of missions and challenges to face
Overarching story: from the suburbs to the top of the sky, the whole story!
Reputation based events: keep an eye on your reputation since different things could happen if you’re an honest dealer or a criminal
Bank: a place where you can ask for loans or invest money
Item Catalogue: a new section where you can unlock and collect every single item of the game and read interesting anecdotes about real items and collectors
Trophy Hall: a new section where you can see your most valuable deals and keep your very own collection of items
My Home: a new section where you can manage your own house, vehicle and landscape to create the home of your dreams
New employee: you can hire among 10 different types of employees, including the brand new bouncer, each one with his own unique abilities
Auctions improvements: auctions are now visually great, more challenging and quicker to play. Selling auction has now its own animation
Difficulty level: if you find the game too easy or too hard ;)
Improved game statistics: to get a clearer view of your current situation
50+ game achievements: will you be able to unlock them all?
Multiple saves: now you can keep up to 3 games at the same time
New localizations: we now support a total of 11 languages
And, for all the players that already know us, here's a recap on what is specifically included in the 1.0 update:
50 new encounters: bringing the total number of special encounters now to over 100!
3 new special characters: two great personalities and a very special VIP that will appear in the late game
Quests: some special characters will now propose special tasks that will bring great rewards should you succeed
Overarching story: from the suburbs to the top of the sky, the whole story!
New item selection mechanic for encounters: in some encounters you will be asked to give away an item. Now you can choose what item to give away instead of having a random item removed from your inventory
End game changed: with the introduction of a main plot we changed the end game accordingly
20 new newspaper articles: these are special articles related to famous personalities of the game
New item details window: visual improvements of the item details window for Item Catalogue and Trophy Hall sections
20+ curiosities about items and collectors: many items are now linked to specific anecdotes of real life items or collectors! You can read them in the item details window of the Item Catalogue or in the detail view of items in your inventory by selecting the “i” button
50+ Achievements: will you be able to unlock them all?
New share buttons: now you can show to everybody the craziest items and customers that you encounter!
4 new localizations: the game is now fully translated in French, Russian, Korean &Thai
Lots of minor improvements and bug fixes
Achievements are unlocked at the end of each in-game day. So if you've been playing before, load the save and do an in-game day to unlock the achievements you are eligible for.
We hope you are as excited as we are, let us know what you think in the comments! ːsteamhappyː And if you like the game, please consider writing a review, these can help a lot in spreading the word about Dealer's Life 2! <3 :dlgift: