It's the Byte Barrel team again with another portion of juicy insight on the development process of Forgive Me Father 2! In one of the last DevLogs we wrote about how we create atmospheric environments in our game, and now it’s time to take an even closer look at one particular place, the cathedral.
Let’s start from the beginning. When designing one of the levels, Sanctuary, to be specific, we needed an object that would be the focal point of this place, its heart and soul. And what could possibly match the game’s lore better than a monumental cathedral decorated with Lovecraftian-themed accents?
We wanted the cathedral to be a structure that players simply couldn’t take their eyes off of, even during the fiercest fights. The first impression of the building is designed in such a way that when you go out into the courtyard, the building slowly appears before you. It's an absolutely stunning view and we'd like to show you how the cathedral came to life. Let’s dive into the creative process, shall we?
Design and Blockout
We knew we wanted to create a cathedral, but what next? The first thing we decided to do was pick an architectural style. After a long, long debate, we decided to go with the gothic style, represented by characteristic ribbed vaults, large stained-glass windows, and pointed arches.
Cathedral, with its scale and distinctive shape, is designed to be the player's main goal from the very beginning of the level, and at the same time, a landmark around which all the action and exploration take place. When it comes to the artistic vision, it’s supposed to be overwhelming with its monumentality and an aura of dread, so the cathedral is a place where the level’s atmosphere is concentrated in a single building.
With that particular goal, we started creating the first blockout, followed by many iterations, to finally achieve the version that would be fully satisfying while also perfectly matching the idea that we envisioned at the very beginning.
Creating textures and 3D models
As usual, the first order of business is looking for references. During the process, we isolate key factors that build the atmosphere in a given place and prepare textures based on the list of such objects. Then, when they’re ready, we create 3D assets to replace the previously prepared level blockout. While working on a level, we supplement the textures with missing details, create new models, and continually add more and more character to a given location until a satisfactory result is achieved.
Cathedral - interior sneak peak
Let's go inside now that we've covered pretty much everything from the cathedral's concept to its dark atmosphere and external design. When developing the interior area of the structure, we sought to create not only a visually stunning place, but also an exciting arena where the protagonist will battle eternal evil. What could possibly be more satisfying than blasting through hordes of possessed enemies in the light coming through the colorful stained-glass windows? Besides everything mentioned before, the place has much, much more to offer, including a dozen handcrafted assets like church pews, candelabras, and the majestic pipe organ.
That’s all for now! Thank you for reading and make sure to get yourself a copy of Forgive Me Father 2 if you haven't done it already and if you did, leaving a review of it here on Steam would be really nice! And don’t forget to drop by our Discord to chat with us and other players!
Survivors, the Early Access release is getting closer and closer and with all the amazing help and feedback received during and after the next fest, it is now time to let you all know about the most recent updates, additions and changes for Under A New Sun!
Update to v0.4.0
New Toolbelt item
Added a special Toolbelt Inventory slot (an equipped Toolbelt provides more Inventory and Hotbar slots)
New Banana tree models
Added Banana fruits
Banana trees now drop a random amount of leaves (5-7, previous always 5)
Added Stingrays
Adjusted the Raft's sail to be a little higher
Rafts and Sailboats will take in the sails when too far from the player, preventing a loss of your vessel when falling off
Added windswife particles that are visible when sailing as a second indicator for the wind direction
Added an anchor that can be builded on top of a Raft or Sailboat
Food items that are cooking now displays a progression wheel
Clay items baking inside a Kiln now displays a progression wheel
A currently smelting furnace now displays a progression wheel
A currently working tannery now displays a progression wheel
Meteor showers can now spawn some meteors that are crashing down, these can damage the player but also provide resources (e.g. Iron)
Electricity devices show the amount of charge (e.g. Solar panels show their current output amount, Battery packs their charge amount)
Added a Watergenerator that can extract water from the surrounding humidity using electricity
Resized the trunk of some trees to make them easier to distinguish
You can now swap tools inside the hotbar
New footstep sounds on sand
Crafting and Building menus now keep their scroll offset after crafting or reloading the menu
Items underwater will float
Added a bigger lootable container from the spaceship, containing different loot then the small crates
Wave heights will change with the weather
Night is slightly brighter now
Added more Story elements
Added more unique items to be found
Improved several Inventory UI Elements
New arrows on the watch interface now indicates what is happening (e.g. faster loss of nutrition and hydration during food poisoning)
New Resource drop system for the destroying of your own buildings (to get some building resources back)
Don't forget to wishlist or follow Under A New Sun to get notified on the release on November 13th, or for further updates!
uploading a new update: fix tenderfoot (confirmed it's solvable) make chickens slightly smarter: they are no longer attracted to burning food, and will not step on lava/burning objects intentionally (they're still not smart enough to avoid standing next to burning objects) fix WASD key bindings
Plot of the Druid is part of the AdventureX 2023 Sale from Nov. 3 - Nov. 9. There will be two broadcasts:
November 8th, 4PM GMT - Dev playthrough with commentary
November 9th , 4PM GMT - Dev, feat. Nomad1sh Playthrough
Dev insights & gameplay
Join the creator, Yakir Israel, as he plays the game and discusses the inspirations behind the game, behind-the-scenes insights, and more. On November 9th, nomad1sh, will also join to discuss the game's details alongside Yakir.
Nomad1sh is a former streamer and current game developer who travels while doing so. You can find him on IG https://www.instagram.com/nomad1sh_/
About Plot of the Druid
Plot of the Druid is a mystical comedy adventure with sarcastic British wit, hand-drawn cartoon art, and an innovative shape-shifting ability for solving puzzles. It is a classic-modern point-and-click game reminiscent of titles such as Simon the Sorcerer, Discworld, and Harry Potter.
First of all, here are the latest changes to Easy Red 2:
Recent changes
New features: •Added new standing relaxed anims TPS. •Added new no-weapon jump anim TPS. •Added new melee anims TPS. •Added new cover anims variants TPS. •Added some new pistol animations TPS. •Added new German helmets. •Added turret and static guns rotating sound. •Unit wheel selector now displays units armament type.
Fixes: •AI doesn't aim when standing toward a wall. •Improved pistom placment in TPS for new anims. •Fixed custom patches/music/sounds when joining workshop missions online. •Fixes in some uniforms and helmets. •Fixes in some squads. •Fixed a bug where modded props where not being cached correctly. •Improved Gewehr 43 model. •Several other smaller changes and fixes suggested on the Discord server.
Kos Rework
We are now announcing a free complete reowork of the Kos campaign. We will make complelty new buildings, revisit the entire map and remake the missions for the campaign. We'll show screenshots and clips about this rework very soon.
TPS Animations Rework
We're continuously enhancing the game by incorporating new and reworked third-person shooter (TPS) animations on a weekly basis. If you'd like to stay in the loop on our upcoming animation improvements, you can find a detailed list on our Discord server.
Upcoming campaigns
We are thrilled to announce the launch of the store page for the Ardennes 1940 & 1944 DLC. This exciting expansion introduces the French faction, allowing you to defend France during the early days of World War II. Additionally, it brings you to the intense late-war Battle of the Bulge campaign, complete with new winter equipment and vehicles for an immersive experience in Easy Red 2.
You can already add the campaign to your wishlist, and we're aiming to make it available for you to enjoy in November or December. Stay tuned for more updates!
We released the Normandy Campaign earlier this summer after working on it for over 9 months. We are very happy with the positive reception that it has received. Thank you to everyone who has played it! https://store.steampowered.com/app/2317930/Easy_Red_2_Normandy/
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
The updates for the base game we are constantly releasing are very expansive, so if you are interested on giving us a hand to make a better work, this is our Patreon. All the money raised from this will be spent to make a better game.