Pharaoh™: A New Era - Oskoour
Greetings everyone!

Today, we are back with the following (and last) part of the dev blog about the game’s Art Direction.

First of all, we would like to apologize for the delay as this dev blog was supposed to be out last month. To be honest with you all, bad luck hit us, and part of the social team in charge was on sick leave for a while. Anyway, we are back now, and here are some more answers from Guillaume (aka Noodle) - Art Director at Triskell Interactive! I hope you’ll enjoy reading this last part of the dev blog!

In the end, please keep in mind that every choice was made with deep respect, passion, and love for the original game.



💬 INTERVIEW Q&A

The amount of work to redesign each asset must be huge, but I imagine you also have to work on some of the sprite details, which were not necessarily there before. How do you deal with that?

Since we don't have access to the original game files, we always start working on the in-game version and scale up each asset by 2000%. It gives us a good idea of what we're working on (that's also the part when we realize that some of the details of the original game are just a bunch of pixels!). Then, we have to figure out what we are dealing with and whether this bunch of pixels is more of a carpet or a jar. Sometimes, it is even difficult to distinguish the different textures. We sometimes even wonder if we are dealing with earth, mud, or brick. So, my job is to find out what these textures are, to add details like cracks in a wall or some flowers… Also, I usually "edit" the work files, either for myself or for the team. In other words: I get the original sprite, then enlarge it and identify what might be blurry (or unclear). Finally, I put references for some objects or textures, and I establish a color chart.

Then and only then can the painting process begin. We start with the general shapes, then sharpen the details while preserving the original sprite design. It's meticulous work, but it's also a lot of fun! By using this method, we are sure to respect the spirit of the OG.


What did you like best about remastering some assets? A favorite building/monument that you enjoyed (re)making?

I enjoyed working on the monuments — especially those of the original Cleopatra extension like the Caesareum. These are Greek and Roman-inspired buildings with lots of colonnades, statues... It's tedious to do, but it stands out from the rest of the Egyptian buildings and brings a breath of fresh air to the overall look of the game. It was a very welcome (re)creative break!



Do you have any particular style or inspiration in mind whenever you work on Pharaoh: A New Era?

Since Pharaoh: A New Era is all about Ancient Egypt, I have inspirations and references from historical findings and archeology. I have several books at home on the subject. IMO, Ancient Egypt is fascinating, as not a month goes by without a discovery being made. This is what makes the topic so much exciting. Otherwise, the main inspiration is the original game, of course!


What were your biggest difficulties during this project?

The difficulties encountered are not necessarily due to the creation itself but rather to our choice to use isometric 2D. Many difficulties result from this choice and, sometimes, influence the way we work or even the way some assets are designed. Most of the time, we have to decompose the assets of a building, making sure those bits overlap perfectly. There are also sorting issues, i.e. sprites that are not visually on the same level as others. These are technical difficulties that we have to take into account when creating graphic assets.

Another difficulty, which also results from the use of 2D, is the isometric perspective in the drawing process. It has many advantages but also disadvantages. Indeed, the isometric perspective is not realistic. It is a perspective that has no vanishing point, and it is sometimes very tedious to reproduce shapes like spheres, curves, or cylinders with this perspective. We often have to cheat, but as long as the visual rendering is there, cheating is allowed.


WIP - Overseer of the Military - Placeholder text


On your streams, we can see that you enjoy putting little touches of humor on the buildings. Can we expect little Easter Eggs/visuals hidden in the game?

We have always done this before at Triskell Interactive. It's more of an inside joke than anything else! In the end, we are pretty serious about our games. I don't know if there will be any Easter Eggs in the end because Pharaoh is a pretty serious game, and we have to respect that too. Pharaoh is an iconic management game and we wouldn't want players to think that we took this work lightly. We'll see!


What are your best memories of Pharaoh? How does it impact your creations?

I don't know if this is my "best" memory, but I remember the game being extremely difficult. I couldn't understand why my entire city was suddenly on fire. Also, I didn't understand what some of the characters were doing. For me, the walkers were merely for show. So, the most vivid memory I have is the game's replayability. It was a long learning process, but it was very exciting. I was able to try out different setups in my neighborhoods, switch the buildings around, and see the direct effects of those changes. Once you know the game mechanics, you tend to make the same neighborhoods and arrange your cities in the same way. But at the very beginning, it's the discovery, the search for perfection, the budget balance. Those are my fondest memories of the OG.

How does that impact my creations? I'm not so sure. I think what we want to do is to make a more detailed game so that the game experience is constantly renewed. I like the player to be amazed, every time they have to restart a mission, even for the 5th time in a row. I am hoping to bring back the excitement from those younger days to the fans. That would be a great accomplishment.


Since the demo and thanks to the feedback from the community, have some things changed in your way of seeing things?

Naturally, getting constructive and interesting feedback challenges our way of seeing things and our work in general. Nevertheless, we cannot possibly change everything based on all the feedback we have received (even though we do believe that feedback will always be necessary). The Art Direction is in line with the whole game and we got a lot of positive feedback about it during the demo. Unfortunately, it is sometimes necessary to distance ourselves from criticism because it can quickly become a source of anxiety for the team and can lead us to question the work we have accomplished or even make us doubt our abilities. Still, there were some aspects of the project that we were less sure of, and this allowed us to make certain decisions.

As for the game's UI, we noticed that it turned out to be frustrating for some players during the demo. So, we decided to redesign the user interface, menus, etc., to make the game experience as smooth as possible. Here’s a small example: When creating a family (profile), we have added the possibility to choose an avatar, which will allow the player to know at a glance which family is selected (on top of personifying the player in some specific sections of the UI).


WIP - UI is still subject to change - Placeholder text


🦛 Love, hippos, and pyramids. 🦛

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We would also like to thank you for your feedback on the first part of the dev blog. It was a pleasure to take you all behind the scenes of Pharaoh: A New Era! In the end, we hope you’ll enjoy the game as much as we loved creating it for you.


📰 Read the first part of this dev blog here:

https://store.steampowered.com/news/app/1351080/view/3137326328684283908

💞 Send some love to the dev team by wishlisting the game:

https://store.steampowered.com/app/1351080/Pharaoh_A_New_Era/

Keep up with the latest news on Pharaoh: A New Era by following:

https://twitter.com/Triskell_Int
https://twitter.com/Dotemu
http://www.facebook.com/PharaohNewEra
http://www.pharaoh.game/

🎮 The Discord server is back! Make sure to join us there:

https://discord.gg/pharaohnewera





PAC-MAN MUSEUM+ - [BNE] Beru
Delivering the ultimate PAC-MAN compilation, PAC-MAN MUSEUM+ is available now on PC!

Players and fans are invited in a virtual arcade to discover or revisit 14 titles in the legendary PAC-MAN series with some that have not been available for years.

Games included in PAC-MAN MUSEUM+:
  • PAC-MAN
  • SUPER PAC-MAN
  • PAC & PAL
  • PAC-LAND
  • PAC-MANIA
  • PAC-ATTACK
  • PAC-IN-TIME
  • PAC-MAN ARRANGEMENT Arcade ver.
  • PAC-MAN ARRANGEMENT CS ver.
  • PAC-MAN CHAMPIONSHIP EDITION
  • PAC Motos
  • PAC’N ROLL REMIX
  • PAC-MAN BATTLE ROYALE
  • PAC-MAN 256

In addition to these titles, PAC-MAN MUSEUM+ lets players customize their virtual arcade by placing cabinets, decoration and memorabilia that can be acquired by completing in-game missions.



https://store.steampowered.com/app/1665130/PACMAN_MUSEUM/
Spirit of the Island - KyuKyu
Hello!

Our most awaited update, which includes the Staff system, is now live! This time, the update will be distributed in two parts: today we are releasing Staff, some of the new content and fixes, and a bit later we'll add House Upgrades and a whole new Decoration System. Without further ado, let's proceed to the patchnotes!



NEW
  • Brand new Staff System: build Staff houses and hire sellers and housekeepers by using contracts on tourists! To create contracts, you'd need to make an Office Table first. You sellers will always go to the shop that you've first built - meaning that if you made a smaller shop first, they will go there and then to the next one and so on;
  • Added the new Finance window (accessed by pressing "Z" on the keyboard), where you can manage staff roles;
  • Additionally, we've added brand new Rich Tourists: they look bigger and more fancy plus their pockets are full of coin!
  • Added transparency effects to the player's model - now you can see yourself behind various objects;
  • Red, Purple and Orange Mushrooms and also Bee Hives, Fruit Bushes and different valuable Rocks can respawn on a wider selection of islands now;
  • New building - Silo. You need Silo to store animal food for your workers. Please note that once you add your animal feed there, you can't take it out anymore.

How to use Staff?
First things first: to make an office table, you'll need one star in Crafting and many electrical parts!



After this, you'd need a house for all of your future staff. This is where things get a bit tricky: to build a Simple Staff House or Staff tower, you will need three starts in crafting, $2000 and a bunch of various resources. Staff House will host 1 worker, and Staff Tower can host 2.



But if you want to make the biggest one - Fancy Staff House - get ready to work for it! You'll need to get your crafting to the max level, the same $2000 and a moderate amount of other resources. But this one can host 3 workers at once!



To manage your stuff, press "Z" to open Finance window, and then click on this button:



Here, you can manage all your current staff. You'll be able to rename them as well! To fire someone, just click on the red thumbs down button.



That's it! Pretty simple, right? Staff will add a lot of free time for your adventures, so use it wisely!

CHANGES
  • Now items will drop from Shops if you break them down;
  • Increased number of tourists who visit your island on a daily basis, but it will still depend on your player level.
  • Pressing "F1" will now show the debug console - this is to improve our bug reporting!
FIXES
  • Fixed a bug, where you could fish with a broken fishing rod;
  • Fixed fruit trees changing their colors way too much at Fall;
  • Fixed many pathfinding issues with tourists - they won't mindlessly wander away now;
  • Fixed a bug when tourists started ignoring your shops after a certain amount of days has passed in the game;
  • Fixed NPC chat resetting in every new season.
  • Fixed a bug where tourists would get stuck in the shop in multiplayer, making you unable to use it;
  • Now tea works properly and makes you feel good and refreshed, instead of making you tired;
  • Ui icons won't glitch out now;
  • Sailing now uses the correct amount of fuel;
  • Fixed a bug, when your bike wasn't moving with your garage;
  • Lots of localisation fixes;
  • Fixed pirate collision models;
  • Fixed wood chopping sounds.

https://store.steampowered.com/app/1592110/Spirit_of_the_Island/
Venus: Improbable Dream - Borealis
Venus: Improbable Dream just received a Positive rating here on Steam!



I'm so pleased to be able to share this news with you! A massive thank you to everyone who left glowing reviews of the game, as this will give us a big boost! To hear that my creation has touched your hearts and given you a positive experience means the world to me!

To celebrate this momentous occasion, Venus: Improbable Dream is now 40% off for a whole week! Grab yourself a copy or treat a friend, and join our emotional musical adventure!

Thank you so much!
Borealis
GW: Legacy - Alto Interactive
Changelog - Update 29

Main Features:

New:
-added new Sandbox vault save engine (you can now save sandbox spawned objects in any map)
-added Sandbox Vault button to item spawner and sandbox spawner UI
-added MTs255 shotgun revolver
-added 12 gauge speedloader
-added HK417 battle rifle
-added HK417 front and rear iron sights


Changes:
-fixed WA2000 safety flipping around too much issue
-added bolt catch for WA2000
-fixed Mac 10 mag size to 32
-added bolt catch for AUG weapons
-added bolt release button for AUG weapons
-slightly increased overall brighness in Wargame map
-slightly adjusted controller orientation mismatch due to OpenXR (adjusted by 4.5 degrees for x axis)
May 27, 2022
Univers 11: Under the Sky - Pimp
hi everyone i'm glad you're reading this and it means a lot to me
I decided to postpone the UTS release date to 07/01/2022, since there is a war in my country 🇺🇦 and it has become more difficult to develop the game, don't worry, the game will be available soon)))

I will share with you a few shots from the development



made the initial set of workbenches In the image there are 3 levels of the workbench with different variations, I do not like it when the buildings look the same I have to build many workbenches to optimize the work in my settlement





We also recently finished making beds, there will be 6 levels of them, they will differ in characteristics.
What will affect your settlers in the first place is convenience.
The mood of your settlers will depend on the characteristics of the bed.
How many leadership points a resident will give you depends on the mood.
For leadership points, it will be possible to open new items, buildings, building improvements in the development tree.
You will also need leadership points to construct buildings.





Ponchoman - AGENT HONG
It's been a long time since I've posted last news.
I've finally finished working on the decorations that will be applied to the game.
I did really hard work and I think It will bring a big difference in the game.
Honestly, it doesn't feel that much changed.
I'm currently applying it to the game and will try to finish the work within this month as much as possible.
Sexy Airlines - Captain Kink
Pimp your planes this week with our heavy-duty honeys as they assist the maintenance crew’s repair work!! Drill and fill them with love and don’t forget to prepare them for sweaty labor by giving them some wrenches and construction vests for the grueling tasks at hand! At Sexy Airlines everyone loves a big fix!

Event Content
- Brand new Unlock Animation with Raveena
- New Animations and Pictures in the Event Messenger Threads (Melina, Amahle and Imka)
- Maintenance themed Costumes and Collection
- To unlock, collect Wrenches in France, New York, Los Angeles, Brazil and South Africa and Construction Vests in Germany, Mexico and South Korea
- Complete event mission for extra items (opens next level up, only once)
- The event lasts until the 2nd of June, 7AM UTC
Wizard101 - kginsberg


Incredibly cute and an iconic symbol of Wizard101’s pet system, the Piggle Pet you’ve come to know and love will soon be available in plushie form! After all, any good wizard needs a trusty pet by their side!

Get all the details here!
May 27, 2022
TasteMaker - Jelle Booij
  • Performance issue fixed
  • Table settings bug fixed
  • Employee walkzone bug fixed
...