since it has been 5 months since the last Update, I think its time for a new one, especially given the fact that I can finally show off one of the bigger changes in the game.
In the past I have said, that the game will be "a lot more open and nonlinear" than previous games, which wasnt something I could easily show at that time due to there not being enough progress yet.
The Screenshot below shows one third of the whole area you will have access to after you leave the tutorial. (There are more puzzles, but you cant see them because they are behind walls or out of view.)
You can freely move around, solve (most) puzzles in whatever order you want, and there are almost 20 puzzles to choose from, spread across 3 connected areas. (Thats just this area, the game is a lot larger.) Puzzles will also not be numbered anymore, so that there is no incentive to follow a specific order, I want players to roam freely, explore.
While we are at the topic of "puzzles", here is one from the area shown above, which you can not see in the first screenshot (its unfinished though):
I will not explain how it works (thats for players to figure out themselves.), but its one of the many changes/improvements over ReThink 3. (I did not forget about the Puzzles while improving graphics, as some were concerned about.)
So, then lets talk about the tutorial, since I squeezed it down in comparison to previous games if we take the new features into account.
I have not yet found "the ultimate solution" to allow players who played the previous games to skip the things they dont need explained again, while making sure that new players dont skip the tutorial because they think they know how things work.
The fundamental issue here is, that there are players who do not know (for example) how light and its colors mix, in fact... at some point one of the games got slapped with a negative review for this. (The player removed it once I explained it, and linking Wikipedia.)
On the other side are players who have played the 7 previous games, which means that they dont need any of the tutorials for things that were already in previous games, but they would still need the tutorials for the new features.
And then there are the players which are "somewhere in the middle" and may have played (for example) only RT2 and RTE4, which means that they need different things explained than the aforementioned players.
Therefore, RT4 will feature a shortened tutorial for all, one puzzle per feature, which puts it at roughly the same length as previous tutorials due to the new things.
To compensate for the "puzzles taken away by the tutorial", the game also will be larger than previous games. (and also because the free roam requires it :P)
I also tried to already have the tutorial be somewhat "open world" after the first map which explains the basics.
For example, this is one of two areas that belong to the tutorial after the linear part (There are still visual issues, I will fix that before release):
and while I am talking about the tutorial, this is the first puzzle/area you will see shortly after starting the game:
Now, time to talk about a compromise which some of you wont like, but I had to resort to using teleporters again due to me "playing it safe" with the unfinished Unreal Engine 5. That said, the teleporters are not as "lazy" as the ones in RT3, or RTE3 for that matter, they usually come with their own seperate "decorative area" where they are located.
An (unfinished) example of where a teleporter might be located:
Future games are not planned to have teleporters to travel from one map to another, I would rather use them as shortcuts instead. I dont like to use teleporters for map-travel either, but they do have a legitimate reason to be used in this game, its not "me being lazy". (In fact, I did built things to connect the maps by different means, but performance was "unstable", so I played it safe.)
Thats it for now, I dont want to spoil too much at the moment, but I am reasonably confident in the game. (otherwise I wouldnt show it off so unfinished :P)
If you have any Feedback, concerns, feel free to use the forums (there should be a thread thats automatically created for this post.), I do read everything and will try to get into the game what I can possibly get with the time left.
When you think of a Village builder you sometimes think of card tableaus or static hex tile grids. Think again!
Hamlet is a medium weight competitive village builder where players are communally turning their Hamlet into a bustling little town. In this tile placing game, players construct buildings that everyone can use to create materials, refine resources, earn money and make important deliveries to construct the Hamlet’s big landmark - the Church.
The game features irregularly shaped tiles that connect together without a grid to form a village that is completely different every time. The tile placement organically creates interconnecting paths that the villagers use to transport resources across the village. This leads players to construct boards where no two games will ever feel the same. Since the buildings are communal, this also creates a fluid economy, where players are always working hard to provide the village with the resources that are most needed.
The game is designed by David Chircop (Petrichor, The Pursuit of Happiness). It plays between 1 to 4 players, with a solo mode by Nick Shaw & Dávid Turczi currently being developed. It will be published by award-winning studio Mighty Boards (Excavation Earth, Posthuman Saga).
A new version (0.17.25) of Mini Matches is available!
This is what's no longer broken:
Minimum round count when starting demo (Always allow small amount of gameplay before showing demo-finished screen, even if the rounds have previously run out.)
Game language was wrong in analytics (Updated to correctly show the language of the player, to help track which localizations should be done first.)
Select unique rounds per match (Always select a unique set of rounds per match, so you don't play the same thing twice.)
Record average fps for modes (Starting work to track down a potential memory leak.)
We've been working on some new solutions to player controls based on feedback we've been receiving. Our biggest improvements that we're very excited about are a new auto-climb and a new i-frame style dodge. As these are pretty new we're looking for feedback from players to make sure they are solid before we release them into the retail game.
Where is the Experimental Feature Build?
The Experimental Features Build is available now as a beta build to playtest. It can be found under the properties for Praey for the Gods in your Steam Library. This build can be played with your current save files and can be played much like the current retail build. However, like anything that is experimental some bugs may be present that are not in the retail build.
What features are being tested?
Auto Climb - this is a brand new climb style that effectively removes the need to ever press a climb button. The player will still need to press release when they want to let go. We're looking for the most feedback on as it has many potential edge cases.
I-Frame Dodge - this dodge will most certainly replace our current dodge. However, it may have a couple issues that we're hoping to smooth out with player feedback.
Manual Climb - this is our original climb we've improved the grab timing based on feedback Classic Climb - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb.
Additional control improvements and bug fixes in this build (coming soon to the retail build) - Fixed the player getting stuck in walls when grappling to the top edge of surfaces. - Fixed the player swinging in a full circle when climbing on flat ground. - Fixed tumbling to the side making it harder to grab on and save yourself from a fall. - Improved climb direction so it works properly when the camera is looking backwards at the player - Improved turn speed, for faster reaction times.
How does Auto-Climb work?
Auto-Climb works by simply running into a climbable object. The player will attach to it and begin climbing, it's as simple as that. However, under the hood this is no small feat as a constantly deforming rotating mesh is very hard to have work automatically with climb. With auto-climb enabled the player no longer has to worry about when to press climb when falling, or if they are close enough to press climb. When on a boss the player will automatically grab to the nearest fur patch when falling, or if you are shook on a boss the player will re-grab automatically at the soonest time. When the player is on a flat surface she will automatically stand back up to regain stamina. The player will need to press "release' if they want to let go manually from a spot and re-grab somewhere else.
How does the new dodge work?
This dodge is similar to an invincibility frame dodge or "i-frame" dodge as some refer to it. Basically, for a specific amount of time during the roll animation the character is now effectively invincible to damage. So rolling away from an attack or attack blast is not determined specifically on their distance from the attack but if they are in the state of rolling away. In some circumstances, damage is unavoidable ie: rolling under a bosses foot or fist as it slams into the ground. We're still looking into some areas where edge cases could appear and look forward to players feedback with this.
We specifically want to thank players that allowed us to add them as friends so we could deep dive with them specifically on what bothered them about the controls. The feedback we got was incredibly helpful for us to identify specifics details that we were not seeing with our in-game feedback.
add new 'charges loop' achievement update charges and plates color/radius using properties small fix on electron/screen collision detection fix graphs display issue while changing resolution small help update
We're happy to be here to talk about what we've been working on and what's coming next for the game in the near future.
Return of the demo
You heard it, the demo is back ! We tweaked the content and added some new functionnalites since the last time (controller support, richer option menu, new musics & sounds, planing mode, ...). We'll let you discover all of this by yourself ːdipː.
Playtests
Playtests are still running (they have been for 3 weeks) and the first feedbacks we've received are very useful. Thanks to them, we've fixed a lot of bugs that appeared since the last updates and we tweaked a huge amount of levels.
We're still working hard on the difficult balance. Our goal is to avoid frustrating and/or difficulty spikes (these spikes were reported especially in the END levels which are a bit special). Don't worry however for all of you Dark Souls lovers out there, bonus levels are there to spice things up. They will be unlocked as you progress through the game.
Currrent Work
Here are the subjects we're working on right now :
Controller support : We just wrapped the support for classic controllers (Xbox & Playstation). It's now possible to play the game entirely with a controller. There's still a bit of polish before we make it available but it should be in the demo.
New worlds, new levels : Work is never over regarding the game's content. We're constantly adding new levels. Right now we finalized 126 levels (bonus levels included), for a grand total of 7 worlds. Our goal is 8 worlds at release.
Steam achievements : A list of steam achievements has appeared and we're updating it regularly. The implementation is about to begin. We don't want to only create 'completion' achievements, but also special and interesting ones.
Easter eggs : We love a lot of games/movies/series so we couldn't miss the opportunity to add some easter eggs & references in our own game. Maybe you'll recognize where does this comes from ?
Polish : Each game has a polish phase to guarantee the quality of the final game. In our case, we spend time on each mechanic, kept a healthy codebase in order to reduce the length of this last step. Every week we tweak another UI component, we're fixing issues, or add some other improvement of some sort.
Musics & Sounds : Worlds theme are keep growing in numbers, we currently have 3 main themes and new sounds have been added for the character jumps, some new UI elements and new mechanics (that haven't been revealed yet).
Planning Mode
The planning mode is a communication & organization tool that we mentioned in the last dev update. It's time to see it in action :
By pressing a button, you'll enter the planning mode. You won't be able to move and a cursor will appear that allows you to aim at interactable objects of the level (doors, pressure plates, buttons, ...) as well as exchange zones.
When you choose an interactable object, you'll be able to open two selection wheels. The first one will display colors and the other one will display symbols. When a color is selected, the object will take the chosen color and when a symbol is selected, it will be displayed next to the object. This will be useful to clearly identify an object and to communicate more efficiently with your partner by establishing links between objects that work together.
When you choose an exchange zone, you'll be able to send a signal to your partner on a specific zone. Of course, when you send a signal on the top right of your screen, the corresponding zone on the screen of your partner will be pinged (like a mirror) on the top left. This will allow you to explain to your partner the way to proceed or where to send his key/box.
Please note that this tool is still a WIP and will evolve, we already planned to bring some modifications to it thanks to the feedback of the playtesters.
This is it for today, I hope this recap interested you, we'll see you very soon to talk about the release of the game !