Hello Everyone! Filip, a Paragrowth developer here. Here's another report on the latest developments in the game.
During October, I spent most of my time working on numerous technical aspects. Unfortunately, they aren't visually appealing enough to showcase, but the next devlog will feature bigger scale results of this work. However, part of the month was dedicated to area generation, so I can at least share some images of that.
I utilized tools I developed in the previous months, improved them, and added a few new features. For instance, I can now quickly generate elements that will be a significant part of the walls or ceiling across the entire area, instead of just single growing vines. As you can see in the gifs below, I can generate entire underground root biomes now.
With a few sliders, I can design shapes that will be fully randomized and placed across the desired area.
Now, I simply need to define a basic grid shape, and I instantly have a root-growing space, ready for further level design.
In the coming months, I plan to modify the grid system to support shapes that are more rounded. Currently, when you enter the generated area, you will not notice that it's built out of rectangular shapes tho.
One more fly through:
These underground tunnels will serve a purpose similar to the well-known 'dungeons' in games but will have unique touches specific to this project. In the future, these underground spaces will encompass large areas or even entire biomes, filled with places to explore, like the remains of old houses swallowed by the earth. They will also be home to many unique and dangerous creatures found only in these depths. You can take look on some more info about underground areas here.
The other "technical things" I accomplished this month relate to project management, character control tools, game controls, scenery setup, animation control tools, and a few other aspects.
For an instance, now, instead of creating complex animation graphs, I use my tool to simply define a few animation priorities. This approach is clearer and offers more detailed control for gameplay purposes.
I made API for groups of audio files to easily trigger them during gameplay with randomization, special control system for advanced operations done in sync with played animations, and few other tools, which I probably will show in one of the future dev logs, with project tools sneak peek. I must admit, working on these aspects can be tedious, but they're essential for ensuring smooth development later on.
On a personal note, I am in the process of moving to a new place. I'm transitioning from city blocks to the countryside, where I'll have much more space, creative freedom, and a forest just a few steps away. It gonna be great inspiring environment for my work ;)
For the upcoming month, I plan to integrate all prepared project foundations, in order to start designing stable game ready mechanics and continuing to work on locations generation.
Hotfix for version 1.24.2 of Way of the Hunter is now live, addressing an issue with missions Elk Stew Bourguignon, Chimichurri Bear Steak, and Akutaq.
If you run into any issues, the single best place to report it is via the THQ Nordic Redmine: https://thqn.net/woth-rm.
Dear players, we are excited to announce that the first part of The Endless Dream is finally available for download and play. This game is the result of months of passion and dedication, and we hope you enjoy it as much as we do. We will take you on a fantastic journey, full of emotions, mysteries and twists.
We decided to launch the game in early access because we want you to be part of our creative process and help us make the next parts of The Endless Dream even more beautiful and engaging. For this reason, we ask you to follow us on our social media, join our Discord server and share with us your impressions, suggestions and reports. Together we can create an even more beautiful gaming experience.
The game is still in development and therefore you may encounter some bugs or problems, but we count on your support and your reports to make the game always better. We hope you enjoy our game and get excited.
Dear players: The Early Access version of "Greed is Good" will be officially released on the Steam platform at 3:00 AM (UTC+0) on November 6, 2023! In order to provide a better gaming experience for players worldwide, we will deploy servers in the following regions:
US East (Virginia) US West (Silicon Valley) Europe (Frankfurt) East Asia (Seoul) Southeast Asia (Singapore) South America (Sao Paulo) Australia (Sydney)
Please choose the corresponding server based on your region. If you encounter connection or latency issues, you can try using third-party network acceleration services for a better gaming experience.
Thank you for your support and enthusiasm for "Greed is Good"!