We are super excited today to share this brand new articy:draft update aimed to make your game writing even faster and more efficient!
👉Favorites
As the projects grow, our creators want faster access to their most used objects in their narrative design tool.
With this update, you can add objects and even folders as favorites from the articy:draft Navigator, the Flow, or the Content browser.
Once an object or folder is added to favorites, it will get a yellow outline to make it easy to spot in your flow. You can also access all your favorites faster with the dedicated Favorites folder in the Library tab.
Many of you were looking for ways to speed up your game writing. Time to fasten your seat-belts because creating new dialogue fragments has just gotten faster! By reducing the time needed to create new dialogue fragments, you’ll be able to keep your game writing flow going, without so many interruptions.
No more assigning speaker and templates separately! Now you can create dialogue fragments with both Speaker and Template already assigned and you’ll see useful combinations based on your current flow content already displayed as suggestions.
Give it a try and you’ll see just how fast those dialogue trees can grow!
It can be tiring to have to remember to save your project regularly. So we’re taking this one off your hands with the autosave function.
The autosave will be enabled by default, you don’t have to do anything. It triggers automatically every 15minutes after opening the project or the last save.
10 seconds before autosave is about to trigger, you’ll notice a timer in the master toolbar. It looks like this.
If you’re not ready to save yet, you can skip by hitting the cancel button, then articy:draft will wait 15 more minutes before trying to save again. Note the timer will only appear during countdown so don’t worry if you don’t see it all the time.
If you wish to disable the autosave, change the interval or the timer in the master toolbar, you can do so using the Command Line Switches.
👉Multi Assign Speaker
It’s no secret that creative processes involve a lot of iterations. So if you changed your mind about who says what, you can now assign a speaker to multiple nodes at once. Forget all that clicking and re-assigning one by one, simply select multiple nodes and assign a speaker to all of them in one go.
Many of you are already starting your second or even third project in articy:draft 3, if that’s you, color us impressed, way to go!
We learned that when creators start a new project, they frequently use the same or very similar templates as one of their previous projects. With 3.2, when starting a new project you can save yourself all that time recreating the same templates. Simply opt to import templates from one of your existing projects at project creation, and all features, templates, and property definitions will be copied over to your new projects.
https://www.youtube.com/watch?v=1sBldZ8SCXA Easy right? Just remember if objects were used as default values, those will not be copied so they will appear as broken references in your new project. We advise you do a quick conflict search to find and replace them quickly.
👉Enhanced Scripting
We know scripting can be tedious so we’re constantly looking for ways to make it a little easier and more straightforward. With this update you can check the range, increase and decrease values of properties using shorter scripting statements.
This next tutorial will show you exactly how to achieve that.
...and that's not all, you can look forward to a lot more small but meaningful improvements to your articy:draft experience. They're too many to write them all here but you can find them all in our latest changelog.
If you're already using articy:draft, thank you! Hit that update button and enjoy the new features!
If you've yet to take a look, we hope you will as we're sure it will improve your game writing and narrative design. But don't take our word for it, start with the FREE standalone version and take a look for yourself.
Did you know that August is National Fishing Month? We’re sure you Explorers have been doing lots of fishing since the arrival of The Sunken Sea Biome, and there are over 20 individual fish to catch in Core Keeper so far, plus lots of other fishable loot. We wanted to celebrate our fishing system, which wouldn’t exist at all without our amazing community, so read on to find out how it all works.
Where Did Core Keeper’s Fishing Mini Game Come From?
We hadn’t always planned to include fishing in Core Keeper, though it was something we were considering in the early stages of development. Initially, we were focusing a lot more on balancing the game and developing features like boss scanners and the skills system, but the community began asking whether or not there would be a fishing system in the game after we showed off some images of water in the Dirt Biome.
There was such a strong interest from the community, and this made us realise it was something we wanted to start working on right away. Things were going according to schedule, so we were able to allocate a little time to developing the fishing mini game, and we announced this in October 2021!
How Does Fishing Work in Core Keeper?
Fishing is a mini game that requires a fishing rod and a body of water. The basic mechanics are as follows…
Equip the fishing rod, approach a body of water, then hold the right mouse button to cast your lure. If you come across a patch of water with lots of ripples, you might just have found a fishing spot, which will lower the waiting time on fishing and increase your chance of catching a fish instead of an item!
Wait for the lure to wiggle, indicating that there is a fish (or item!) on the hook.
Click the right mouse button to reel your line in.
If there is an item on the end, this will automatically be added to your inventory. If there is a fish on the end, this will start the fishing mini game!
At the start of the mini game, you will notice two bars appear on the screen. The top one is a progress bar that shows how close you are to reeling the fish in, and the bottom one is the line tension bar; this shows how close the line is to breaking. The aim of the game is to reel the fish in towards the left-hand side of the top progress bar (by right clicking) without breaking the line.
Line tension increases whenever the fish tries to break free. This is indicated by the fish turning red and pulling towards the right-hand side of the progress bar. When the fish is trying to escape, you should stop reeling it in and allow it some slack, otherwise the line will snap. When the fish turns orange again, you can start to reel it back in. A successful catch requires the player to get the fish icon all the way to the left-hand side of the progress bar.
You’ll notice different fish have different patterns that will impact the tension bar, and you’ll have to familiarise yourself with these patterns in order to successfully catch each individual fish.
How do Fishing Rods and Bait Work?
Until you have a high enough fishing skill, certain biomes may require a higher level of rod in order to fish. You’ll know your skill level isn’t up to snuff when you begin to fish, nothing happens for a while, and you get the “I need better tools for these waters” message. So far, there are five fishing rod types in the game, ranging from Wood to Octarine!
We also added a brand-new Bait feature as part of The Sunken Sea Update! This allows players to craft Bait using the new Bait Workbench. Each Bait type has a unique effect on your fishing experience. Some make you more likely to catch fish over loot, others attract rarer types of fish, and there’s an aquatic creature in The Sunken Sea Biome that can only be summoned with a particular kind of bait…
What Kind of Loot Can I Fish Up?
That’s for you to find out! We want to encourage you to cast your rod in as many different biomes as possible, as each comes with its own unique fish and unique loot for the taking. You may fish up minerals, such as ores or valuable crystals; you might find useful resources such as scrap metal or fiber; you may even fish up accessories that’ll give you a little buff. Of course, there’s always the chance you’ll pull up a load of kelp. It’s anybody’s guess!
We hope you enjoy fishing as much as we enjoyed developing this feature. As we mentioned at the start of this post, it wouldn’t exist at all without your suggestions and enthusiasm! We’re always keen to hear more feedback from our community, and you can share your thoughts with us on the official Core Keeper Discord!
We are super excited today to share this brand new articy:draft update aimed to make your game writing even faster and more efficient!
👉Favorites
As the projects grow, our creators want faster access to their most used objects in their narrative design tool.
With this update, you can add objects and even folders as favorites from the articy:draft Navigator, the Flow, or the Content browser.
Once an object or folder is added to favorites, it will get a yellow outline to make it easy to spot in your flow. You can also access all your favorites faster with the dedicated Favorites folder in the Library tab.
Many of you were looking for ways to speed up your game writing. Time to fasten your seat-belts because creating new dialogue fragments has just gotten faster! By reducing the time needed to create new dialogue fragments, you’ll be able to keep your game writing flow going, without so many interruptions.
No more assigning speaker and templates separately! Now you can create dialogue fragments with both Speaker and Template already assigned and you’ll see useful combinations based on your current flow content already displayed as suggestions.
Give it a try and you’ll see just how fast those dialogue trees can grow!
It can be tiring to have to remember to save your project regularly. So we’re taking this one off your hands with the autosave function.
The autosave will be enabled by default, you don’t have to do anything. It triggers automatically every 15minutes after opening the project or the last save.
10 seconds before autosave is about to trigger, you’ll notice a timer in the master toolbar. It looks like this.
If you’re not ready to save yet, you can skip by hitting the cancel button, then articy:draft will wait 15 more minutes before trying to save again. Note the timer will only appear during countdown so don’t worry if you don’t see it all the time.
If you wish to disable the autosave, change the interval or the timer in the master toolbar, you can do so using the Command Line Switches.
👉Multi Assign Speaker
It’s no secret that creative processes involve a lot of iterations. So if you changed your mind about who says what, you can now assign a speaker to multiple nodes at once. Forget all that clicking and re-assigning one by one, simply select multiple nodes and assign a speaker to all of them in one go.
Many of you are already starting your second or even third project in articy:draft 3, if that’s you, color us impressed, way to go!
We learned that when creators start a new project, they frequently use the same or very similar templates as one of their previous projects. With 3.2, when starting a new project you can save yourself all that time recreating the same templates. Simply opt to import templates from one of your existing projects at project creation, and all features, templates, and property definitions will be copied over to your new projects.
https://www.youtube.com/watch?v=1sBldZ8SCXA Easy right? Just remember if objects were used as default values, those will not be copied so they will appear as broken references in your new project. We advise you do a quick conflict search to find and replace them quickly.
👉Enhanced Scripting
We know scripting can be tedious so we’re constantly looking for ways to make it a little easier and more straightforward. With this update you can check the range, increase and decrease values of properties using shorter scripting statements.
This next tutorial will show you exactly how to achieve that.
...and that's not all, you can look forward to a lot more small but meaningful improvements to your articy:draft experience. They're too many to write them all here but you can find them all in our latest changelog.
If you're already using articy:draft, thank you! Hit that update button and enjoy the new features!
If you've yet to take a look, we hope you will as we're sure it will improve your game writing and narrative design. But don't take our word for it, start with the FREE standalone version and take a look for yourself.
1. Optimize the stacking upper limit of Experiential Dan and Wuxue Dan. Increased from 99 to 999 groups.
2. A new batch of character potential breakthrough: Jiang Yi, Ni Fei-ling, Qin Dynasty, Orphan Teacher, Zhang Huaijin, Fu Ye, Jin Shulei
3. Optimize the overall performance of potential breakthrough, which can be identified by whether the role has a special wish "the world comes out of us".
4. Adjust the damage of true qi before temporary rollback
Fixed BUG: 1. Fixed the problem of abnormal collection interface caused by incorrect data import, this part of martial arts will be implemented in the recent update. 2. Fixed the problem that some NPCS could not select during Yuwenzhuang Secret Room insight. 3. Correct the abnormal problem of peripheral eye inheritance after potential breakthrough. (requires a new file to take effect) 4. Fixed the issue of synchronous protagonist potential breakthrough anomaly. 5. Fixed an issue where the potential breakthrough of the four sisters of the Immortal Gate was abnormal.