This is going to be a smaller post, but I’m excited to show off some of the things that I have been noodling on for the past few weeks. As mentioned in the previous dev blog, the Fire and Earth characters are getting a new coat of paint, and I personally think they are turning out really great. Some of the main things I wanted to improve were the animations, poses and making their proportions a bit more "heroic" and unique.
One of the details I’m particularly happy with is the dynamic physics for cloth and other things that move depending on what the character is doing. Check out the dice-necklace in the Earth Wizard gif for example. Small details like these really makes the characters much more believable and feel less static.
I am also continuing to improve things across the board and the fire wizard got a few improvements last week along with some upgrades to the Wizard Select screen. There is still animation timings to tighten up and adding proper graphics for spells, so it's safe to say that there are still much work to be done on the character side of things, but tasks are getting worked on at a steady pace.
With the upgrades for Fire and Earth, the Water wizard and his spells are feeling painfully out of date and not at the quality level that we want. The Water wizard design itself is still interesting, but we definitely now want to tweak and improve it even further. The next playtest/beta update won't have graphical changes for him yet, but rest assured that he will get the same treatment over the coming months. I am definitely also looking forward to updating all the water spell graphics to be at the same quality as the new fire spells!
Water Wizard concept art by our friends at Ghost Ship Games.
In other news, our current short term goal is to get the next playtest/beta build out in about a week's time, but we still have some UI improvements, balance and bug fixing to do first.
That’s it for now, we’re very excited to see what you think of the coming changes!
This is going to be a smaller post, but I’m excited to show off some of the things that I have been noodling on for the past few weeks. As mentioned in the previous dev blog, the Fire and Earth characters are getting a new coat of paint, and I personally think they are turning out really great. Some of the main things I wanted to improve were the animations, poses and making their proportions a bit more "heroic" and unique.
One of the details I’m particularly happy with is the dynamic physics for cloth and other things that move depending on what the character is doing. Check out the dice-necklace in the Earth Wizard gif for example. Small details like these really makes the characters much more believable and feel less static.
I am also continuing to improve things across the board and the fire wizard got a few improvements last week along with some upgrades to the Wizard Select screen. There is still animation timings to tighten up and adding proper graphics for spells, so it's safe to say that there are still much work to be done on the character side of things, but tasks are getting worked on at a steady pace.
With the upgrades for Fire and Earth, the Water wizard and his spells are feeling painfully out of date and not at the quality level that we want. The Water wizard design itself is still interesting, but we definitely now want to tweak and improve it even further. The next playtest/beta update won't have graphical changes for him yet, but rest assured that he will get the same treatment over the coming months. I am definitely also looking forward to updating all the water spell graphics to be at the same quality as the new fire spells!
Water Wizard concept art by our friends at Ghost Ship Games.
In other news, our current short term goal is to get the next playtest/beta build out in about a week's time, but we still have some UI improvements, balance and bug fixing to do first.
That’s it for now, we’re very excited to see what you think of the coming changes!
Do you remember when we mentioned that we’re constantly discussing new features and what needs to be overhauled with existing ones? Let's dive into overhauling features, specifically temperature, which will be revamped in the next update.
Currently, the game recognizes only two types of temperature: inside and outside. Inside temperature (rooms) considers all the objects emitting heat inside it and finds the median value, which applies to the entire room. So, if you had one torch in a corner of a medium sized room, the heat from that torch would be distributed evenly throughout the room. While the feature worked well enough (even if it wasn’t realistic), it caused some of you to ask questions like: “Why doesn’t the room next to it receive some of the heat” or "Why heat sources placed outside don’t emit heat”.
Don't worry, we're introducing a new temperature system in the next update, that will make things more believable and fun. Rooms will now heat each other, depending on their contents. For example, a kitchen with a stove and torches will heat the bedroom above it if the floor separating them has low insulation. Since everything will emit heat, including furniture, buildings, animals, and settlers, you'll have plenty of ways to ponder on how to distribute heat. Fun fact: In medieval times, people positioned cattle in the room beneath their living quarters to control the temperature. You can do that too!
If all this sounds a bit overwhelming, we've got you covered. We'll introduce a temperature overlay button that will show the temperature distribution and help you optimize your gameplay experience.
To tackle temperature, we had to change how sunlight and shadows work in-game. In the upcoming update, they will impact the gameplay. For example, the angle of the sun and shadows will impact your map, and the type of map will influence the overall temperature distribution. Winter will be harsher on mountain maps, while on valley maps, they'll barely be an inconvenience.
During the summer, things will get warm, and working outside will be difficult due to the heat. But fear not, settlers will look for shadows (tree shadows, ground shadows, building shadows, you name it) to avoid negative mood modifiers and protect their health. Wearing appropriate hats will also protect them from possible heatstroke.
That is all for this time. It might seem somewhat abstract-ish, but the way temperature calculates and emits paves the way for many stuff we plan for the future. We've made some other changes too, including the day/night cycle, where plants can be grown, and more. We'll dive deeper into these changes in our next MMT which you can expect next week.
Fellow agents! It's that time of year again where we come together and celebrate the anniversary of Girls’ Frontline! Here’s the latest intel about Reverse Collapse: Code Name Bakery that was revealed during the hot spring livestream:
Steam Next Fest
Last month, we marked the 10th anniversary of the original Bakery Girl and ran an exclusive test for Reverse Collapse: Code Name Bakery. We were absolutely blown away by the support from agents around the world and collected a great deal of feedback and suggestions, which has been tremendously helpful in guiding us make adjustments and optimization.
For those who weren’t selected in the last test, we have some exciting news: Reverse Collapse: Code Name Bakery will be taking part in the upcoming Steam Next Fest this June with a public demo!
Since the initial debut, Reverse Collapse has come a long way. What started out as a simple remake turned into a much more expansive narrative experience as development progressed, which inevitably led to massive overhauls of the level design. We're continuously learning and iterating new ideas, and we are incredibly grateful for your support throughout this process.
We’ve recently been able to finalize the overwhelmingly lengthy script, and the team is now shifting gear towards getting everything ready for release, such as QA testing and some finishing touches. It’s our priority to deliver Reverse Collapse in its best quality at release.
Interested in learning more about the game and upcoming events? Join our official Discord server where we’ll share the latest news and announcements, and there might even be some Discord-exclusive events in the future so don’t miss out!
First we wanted to let you know that work on the new combat update is going well. We're aiming to release it by the end of May (on a beta branch as usual). It's a big update and we've been working on another important thing so it's taking longer than the usual updates.
On that note, the other important thing we've been working on is the new game in the Card Survival series. We don't want to disclose too much info yet but our idea would be to try to release it in Early Access before the end of the year. We'll probably be revealing more info about this in the following months. ;)
We also have another announcement to make. Our 2 men team is welcoming a new member that some of you might be familiar with. He's a small youtuber that goes by the name of Neomare. He's been supporting our game from the very beginning and has a programming background. He will be helping us with both Tropical Island and the new Card Survival game, something that will allow us to keep a good development speed in both these and other projects.
That's all for now. Thank you all for reading. See you on the next announcement!
This update adds the Drake as a playable character as well as the new building system we have been showing you before. Craft a totem, claim your piece of land and build your own custom den! Note: You can't build in PoI's, villages, respawn points as well as around way points.
Based on player feedback we will make further improvements to the building system in the coming updates. Later down the road we will also add building with snapping parts as an option but more about that when the time has come.
We have also made a couple of other changes to the game which you can find in the patch notes below!
Added: Drake as playable class Added: Free building system Added: New craftable items which can be used to build and decorate dens (more coming soon) Added: Totem upgrades, which increase health and range of the totem Updated: Decorative items which have already been in the crafting list are now placable Updated: Items can now be rotated and scaled during placement (Q & E to rotate; R & F to tilt, Ctrl + Mouse wheel to scale) Updated: Altuis Updated: Tier 1 totem range got decreased Updated: Required crafting materials for constructions (subject to change) Updated: Main menu Updated: Ocean & lake water (wip) Updated: Crafting categories Updated: Waterfall cave has been closed temporarily Updated: Landscape material to add more foliage variety Updated: Max camera distance limit in main menu Improved: Lindworm/Euro crystal (head) attachment quality Improved: Various UI elements Fixed: Typo in Polly item description Fixed: Lindy's poison breath using bubble vfx Fixed: A spot small characters would get stuck in Fixed: Disappearing lights and water surfaces Fixed: Meat Club having inverted textures
While we are at it... In case you are not following us on social media or Discord, check out some of the other things we have been and are currently working on:
The new Lindworm model is almost done!
The bone accessories for the European dragon have been overhauled to fit the new model.
The default skin for the new Euro.
New nests supporting multiple eggs.
The concept art of our new Kirin.
The completed Fae Dragon model.
You can find more work in progress pieces on our Discord, such as animations for the upcoming wyvern and the Ka'sai! Click here to join us!