Hello, Sunny Side Up here. We are happy to share with you our latest development progress in dev log #7.
We are currently developing a mostly requested function: more save slots! After the release of Early Access, we are very concerned about the inconvenient situation where players have to find the save files to solve the bug when the game failed to proceed properly every time. With more save slots in future version, similar problems (hopefully this will not happen again) can be solved easily and directly in game. In addition, we are optimizing the UI of save slots by displaying more information of game progress on every save slot, with which you can easily see how far you have progressed and distinguish each save.
We are developing a separate stamina feature for Ellie's running. After the release of Early Access, many players commented that the stamina consumption while running was uncomfortable, and as a temporary measure, we lowered the fatigue growth level while running to a minimum. To fundamentally solve the problem, we have developed a separated running stamina function. Specifically speaking, running will no longer consume the original stamina and players can run without worrying about fatigue any more. But be careful! If you consume too much stamina, you will be unable to run for a certain period of time.
Additional tools are being developed. As new tools become available, you will be able to do more various gatherings, which will enrich your witch life and make it more fun. Please look forward to a more colorful witch life with new tools.
We are reorganizing the residents' schedule. Originally, we meant to convey to the players the charm of each resident and the naturalness of the village in the world of Little Witch in the Woods through the residents' unique activities. However, after analyzing the players' feedback, we realized that it didn't deliver the emotion as we wished before. What's worse is, it often interferes with the proceedings of the game. Accordingly, we are trying to optimize the residents' schedules for the purpose of conveying the attractiveness of the residents more intuitively. In addition, the indoor space of Kyla and Roy will be added at the same time. Stay tuned for updates on what the two residents' rooms will look like.
That's all for today's dev log. Please note that all contents are under development and any changes may happen in the future. Thank you.
Added an effect when hit by a blaster. Added effects that indicate areas of interaction with the player (mycelium, save points, modules for restoring health and energy) Added enemy spawn zones. Improved some game zones. Added a new appearance of the portal to go to the next location.
Adding the function of large button, the layout will be automatically adjusted according to the current button, so some positions cannot be dragged with large button, switch the large button Settings->Button;
The minimum number of buttons in each row is changed to 3;
The maximum limit of button text is changed to 9 characters, and it still only displays 4 characters when it is a small icon;
Fixed the problem that the text setting does not disappear when the button in the settings is switched to the icon style;
Hi! This week, we wanted to give you an inside look at the development of our game. We invited Tomek Zablotny, the artist behind a large part of our digital world, to talk about one of the monuments you will see in the game: the Hoover Dam.
You will also learn that Tomek is the right person to work on this project. He spends his free time just cruising around the world as you do in American Motorcycle Simulator! But, without further ado…
What’s your role in Road Studio?
Tomek: Hah, it’s not that easy to say. I’m someone between a 3D generalist and a 3D graphic designer. I create the assets for our levels and work with the level designer to make them coherent and light enough so the game isn’t overburdened. I also make the textures for 3D objects. Many of the things that you see, from buildings to energy poles to walls or stairs are either made or touched up by yours truly.
So how did you approach a monstrous construction like the Hoover Dam?
We want to translate real places to our game as true to life as possible, so we did a lot of research. We went through countless photos and maps. We didn’t create traditional concept art, meaning digital paintings. We used real-world photography as concept art.
But at the same time, you must know that video game vistas, in any game, are often smoke and mirrors. Our dam is more detailed at the top than at the bottom because you don’t go down there to see the transformers. They’re there, you can see them, and they are fairly detailed, but just enough to look good from the places you’ll see them from.
Is this the philosophy behind all of the game’s assets?
Behind all of the assets in any game. There is no point in making them more complex if you won’t get a chance to approach them from up close. Adding these details would choke your PC, and you wouldn’t notice the extra work anyway. So the foreground objects have more detailed models, high-resolution textures, ambient occlusion, better reflections etc., while things farther from the camera are simplified.
How long did the dam take to make?
I worked on it for about 3 weeks. I started with a terrain created by the level designer. I had to model the dam and make it fit. It all started with a simple, rough model. Then I added more geometry and detail to the top part, adjusted the height, added textures, doors etc.
What gets made first: the world or the gameplay?
We work on both simultaneously, but only after we have the concept for the entire thing. So the designers tell us what kind of points of interest they want to visit, and how this ties with the game’s story and gameplay. And then we, the visual guys, start to sculpt the area, first with a simple layout that will be enriched with detail. Meanwhile, another part of the team is perfecting the story, and creating the interactions and mechanics. We don’t take turns. Instead, we communicate all the time and make progress together.
When do you know that an object or a level is done?
As someone said before, art is never done, it’s abandoned. This does apply to game graphics. I could keep adding details endlessly. Another bush here, another rock there, maybe some trash to make it feel lived in. But we are limited by two things. The first is deadlines. We have to move on to other maps in the game. The second limit is performance. We can’t make the game too heavy for an average PC. So, having a set time period and performance in mind, I try to make the best-looking level possible.
Did you discover anything interesting about the Hoover Dam while working on it?
I learned a lot of things about it. One that really struck me was the energy poles near the dam. You’ll notice that they don’t go up. Instead, they lean towards the bottom of the canyon. It’s exactly how they look in real life. They’re made like that because the energy cables lead to the turbines below, so it’s a more efficient and safe setting than poles that face straight up. This was particularly interesting to me because my dad used to work in the energy industry and I heard a lot about energy poles in my youth. But I never heard about ones like these.
That’s not the only coincidence that makes you the right person in the right place.
I guess! Before I joined Road Studio, I was making training simulators for public services such as the military and police. It was different technology, but still, I consider this a useful experience. But the thing that makes American resonate with me is my hobby. You could call me a petrolhead. I’m into motorsport, F1, WRC, offroad and stuff.
Whenever I have an opportunity, I jump into my 4x4 and together with my partner, we travel the world. We sleep in the car too, no hotels. This is not just fun, but also it saves a ton of money. We traveled to so many countries this way. Central Asia, Kirgistan, Uzbekistan, Romania, Slovenia. So the entire idea behind American Motorcycle Simulator is close to my heart and I’m happy to be a part of the team.
Thanks for reading! If you like our work, consider adding the game to your wishlist. It’s the best way to support any indie studio. See you next time!
"No more running. No more hiding." – Crysos Morturg
The final batch of cards in the Titandeath expansion is now available in the game, bringing new neutral troops and tactics which can be used to strengthen any deck!
With their release comes the arrival of the Titandeath crates, which provides 5 cards from among those released in this expansion, including the new neutral cards, the Loyalist and Traitor Legios, and the new cards for the 6 factions reinforced in the previous batch.
Hi all, this patch is full of bug fixes and tunings. We are slowly refactoring our code for the new Java 17 and the overall performance should be better.
Change log:
Traps (as well as a few other special objects, e.g. cauldron, barricade, explosive barrel, etc.) can be placed without using turn. We are still tuning AI for this logic update.
Slippery is less potent (10% slip chance and 30% chance of pushing away in melee).
We track a few last triggered Global Events and make sure the same ones won't be triggered.
AI moving invisible units is much faster (previously animation time was the same as normal move).
Holy Protection attribute for Inquisitors and Valkyries. This attribute makes units immune for Necromancy and Death spells.
Units with Hit and Run aren't able to attack again after retreat.
Poisoned invisible units won't be revealed (till they die).
Hi all, this patch is full of bug fixes and tunings. We are slowly refactoring our code for the new Java 17 and the overall performance should be better.
Change log:
Traps (as well as a few other special objects, e.g. cauldron, barricade, explosive barrel, etc.) can be placed without using turn. We are still tuning AI for this logic update.
Slippery is less potent (10% slip chance and 30% chance of pushing away in melee).
We track a few last triggered Global Events and make sure the same ones won't be triggered.
AI moving invisible units is much faster (previously animation time was the same as normal move).
Holy Protection attribute for Inquisitors and Valkyries. This attribute makes units immune for Necromancy and Death spells.
Units with Hit and Run aren't able to attack again after retreat.
Poisoned invisible units won't be revealed (till they die).