Visual clarity is incredibly important when designing any high intensity game like this, you want the player to be able to quickly read the room and understand what they are up against and how to deal with it. If you are building your visual design entirely focused on visual clarity, you are going to have a good time making your game readable... but if you are like me, then you are also stubborn... you want your game to also have that nice high fidelity look to it and in the process have made striking the balance between your game looking nice and playing well a lot harder. If you are like me, you have also made the mistake of making a game built around an incredibly busy visual style involving conveyors and hundreds of objects on screen. Oh boy.
Today I'll be going over some ways I've tried to strike a balance between the graphics and the clarity. This is not the type of game where I want things to sneak up on the player, every moment of the game should feel like they can process what they see and make a next move. I may also go over some ways I'd like to further improve the game's clarity in the future.
A good place to start is color selection, for the most part we follow the common practice of making blues and greens relate to the "safe" objects, while reds and purples mean "unsafe".
I tried to make this color coding consistent throughout everything, along with some other visual themes such as dangerous objects generally having a harsher/sharper look to them. This is yet another place where we can point out improvements made since the demo, as some of the dangerous objects from the demo didn't quite follow this color coding. Examples include both the bullet and plasma obstacles having distinctly blue tones mixed into their color patterns, and probably most notably the electric gates used a soft blue compared to their current red look.
Besides that, in general I feel like the red colors of the obstacles are far more notable than before, making them stand out in the arena better even when Dark Mode is enabled.
Speaking of the lighting effects, that's where a huge amount of the debate in my head between visual fidelity and clarity comes from. The majority of the assets in the game end up being metal-based, so even with a lot of fine tuning to make everything look good and decently diverse in how it reflects light, there's still a layer of trying to ensure the core gameplay elements of the obstacles vs the conveyors stand out between each other. Even now, if it turns out I haven't made a decent enough compromise in this regard I may find myself going back and adjusting the conveyor visuals more, I think the boxes and turrets and especially the plasma obstacles all stand out decently, but they also all notably reflect back the environment's lighting so there are some minor issues of the colors blending together a bit if it weren't for the red color coding I leaned into for a lot of the obstacles.
When I'm unsure about what compromises I need to make for visual clarity, there is a sure-fire option that can help - customization options! For the conveyors there are two options I can include, some visual variants that are less noisy, and maybe some kind of color customization?
Similar to color customization, I'm also hoping to eventually add some color-shifting options. I'm not sure yet what exact values the player will be able to adjust, but this will be something I will be very willing to take feedback on from the community as these tools benefit both players trying to play better but more importantly also color blind players whose quality of life while playing might depend more heavily on these options. At the very least eventually adding a dropdown of presets would be nice.
We'll see how this visual clarity balance improves as development continues, there's plenty more aspects of it that could be gone over such as particles and smoke potentially blocking gameplay elements and even meta layers like whether distractions are part of the gameplay... but at a certain point this could easily just turn into me just listing stuff I'm happy about with how I tried to both make the game look good and feel good. Main takeaway is that it's all about picking certain elements to stand out strong against other features of the visuals, and when in doubt provide options to players for visuals that just feel like a bit of a hard sell to assume everyone's going to be okay with.
Hopefully I can remember to continue applying these standards throughout continued development. And of course in later games as well.
We've decided to launch a bundle, containing our best titles on Steam!
Get Doors: Paradox, Machine City: Airborne & Tiny Robots: Recharged for a special price today!
We hope you enjoy!
A gentle reminder that you can check out our new project Boxes: Lost Fragments. It's coming out January 11th and there's a free demo on the Steam page below.
Catch our community managers streaming Remnants of the Rift today, November 22 at 4 PM CST / 5 PM EST on here and also over on Twitch!
The theme of the stream is: world's okayest roguelite players take on Remnants of the Rift. Come see how fun and fast-paced the roguelite action is in our game!
Also Remnant's Early Access is 20% off as part of the Steam Autumn Sale. We'd love it you'd check out our game, and if so - please leave us a review! It means the world to hear what player's are thinking and having more reviews helps boost our discoverability on Steam.
This is Zack, formerly with WNG. I'm excited to announce that I've successfully transferred Arkhangel to my own business entity. Working closely with Valve, we've managed to relist it on Steam, and I've decided to offer it for free from now on.
I apologize for any confusion caused. This change was necessitated by the dissolution of WNG, as the operating costs significantly outweighed Arkhangel's revenue. Additionally, the transfer process was delayed due to the setup of the new business entity for game publishing.
Regarding Arkhangel's future, I don't plan to make substantial updates to the title. Maintenance builds have become quite time-consuming, and updating the entire code for compatibility with the latest version of Unity is not a small feat. However, I'm still passionate about this project and might revisit the codebase occasionally, so I won't say it's the end.
For Mac users, I'm aware that Steam lists the game as incompatible post-Catalina, but I've managed to run it successfully on Ventura. I will create some tutorials and share them both here and on the itch.io page. In addition, I'll be posting a full walkthrough on these platforms, as the WNG website will also soon be decommissioned.
I hope you're all doing well, and I apologize again for any confusion. A big thank you to Valve for their support in this transition.
We hope that you are as excited as us, that you can finally jump in and get to try a bit of the magic of what is to come.
Because we know it's more fun to try things by yourself than read about them we will avoid spoilers and only mention here the highlights of what is available for you in the demo
The first 4 maps for you to explore (the full version will have 20+)
The beginning of the main quest and some side quests
13 out of the 100+ Porbles are there to be battled and captured by you
Wild Porbles and baddies battles for you to show off your battle strategy skills
Traps and puzzles to overcome
Lots of NPCs and critters living in the world.
Multiplayer chat
Keep in mind that this is just the first version of our demo and we plan to keep updating it regularly until the full version is released. As such there are things that are not yet available in the demo. We will keep doing update logs to let you know of any new features.
Things not (yet) available
The Fusion system (but you can already visit the fusion lab)
Architect Mode
PVP mode
Translations in other languages. We are currently working on improving all the non-English fonts, so the dialogues are all in English. You can have some UI items in other languages but they will be far from optimized.
That's it. Hope to see you over in the game and we hope to get some of your feedback as it is invaluable as we shape this epic tale together.
Thank you for reading this development diary for Portal Fantasy. We will keep them until the game is finished, and if you are interested, please add the game to your wishlist on STEAM!
About the game Portal Fantasy offers two different play styles: hero and architect. As a Hero, you can explore different worlds, befriend monsters, raise them, and make them fight. The Architect is then responsible for creating maps with tilesets that support the adventures of the Heroes.
1. The Shaman skill "My Blood Is Your Life" was only working when the shaman received physical damage. This has been corrected so the skill also works when receiving all other damage types.
2. The auto-walk function has been deactivated in combat.
3. Some enemies that were wrongly placed in Etyrial have been removed. These enemies had no effect on the gameplay, but you could never encounter them. So, after the new function that tells if all enemies are defeated in an area was implemented, they blocked the function from triggering in Etyrial, since there were always these two enemies left on the map.
4. When moving the inventory window or the character outfit window, the new position will now be saved. So their position won't reset back to default when loading a game. This will also be expanded to the character stat window in a later update.
5. A very small number of players have experienced crashes in the Bastion boss fight in Etyrial, and only in this location. For these players, lowering the graphics has resolved the issues. Therefore, I have made a small change to a shader in that location, as it's the only thing related to graphics that I can find that differs from all other locations in the game. It's a long shot but worth a try.
Fixed a bug that didn't allow the initial portal to work in multiplayer, sorry for it an adjust done for the hotel ended up messing with the start of the game.
Symphony of War: The Nephilim Saga - Dancing Dragon Games
Pulling this back a bit as I think I jumped the gun, without having any real footage to show off, nor a realistic timeline in place. So there will be a bigger more clear announcement when the time comes.
Truthfully, it's been in very early development for some time, but now that The Nephilim Saga is in a stable state, we are focused on the next installment. It will be years in the making, as the saying goes something like "Later is just later, but suck is forever". However, there should be a lot more community involvement during development on this one, especially as things get into a playable state!
Support will of course continue for The Nephilim Saga, and console porting is currently underway, which is intended for Switch and Xbox (though can't make any promises there, console ports are a whole 'nother thing)
The best place to get updates on the development is our Community Discord server:
The Discord is a fairly active place and definitely my "internet home" as it's checked daily. There have already been a number of discussions and teasers regarding SoW2 there. Feedback and interactions with community players is invaluable to us! https://discord.gg/dancingdragongames
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Okay cool, but what's in the next game?
It's tough to make design promises, but there are a number of features we are 100% committed to so far.
Revamped and expanded class tree with Tier 4 classes and a new beast meta
Naval ship meta - bombard land targets, transport squads, assault other ships via boarding, blast other ships to smithereens, customize your ships in between chapters
A new cast of characters with years more writing pedigree backing them up
A new story campaign, a greatly expanded perspective of Tahnra, a story told 120~ years after the end of The Nephilim Saga. The long peace established by the events of The Nephilim Saga have shattered as a new threat emerges, one that poisons the Donari Empire from within. A story told primarily from the point of view of Marius, an unlikely hero, and with a focus on the character drama and political intrigue of the day. Fans of Dancing Dragon Games will notice familiar themes, such as the skyborn
World Map style main story navigation
Larger squads - eventually getting up to 12 units in a single squad
Revamped skill tree - edit your faction in a much greater variety of ways
Voice-acted major cutscenes during the story campaign (hopefully)
Expanded game resolution, sharper and cleaner graphics
Greatly expanded flexibility with story units - very few are "leader locked"
No stat requirement for class upgrades
Revamped and enhanced Charge and Ambush techniques
"God powers" from The Nephilim Saga more integrated into normal play, earlier in story
Individual unit targeting/behavior tactics settings
New stat concept - Initiative
That's just a small list of the major/known features for now, more to come when things move along!
We also want to have more game mode(s) available at launch. As huge fans of Heroes of Might and Magic and other similar games with that style of mode, we are looking at a "Conquest Mode" that would allow you to create your own army from scratch, and stake a claim in a starting location in Tahnra. Paint the map your color - this sort of thing might play out like a game of Civilization and take weeks, little by little. Highly theoretical but I'm super excited about it!
Heart felt thank you to our supporters, players, fans, friends, your feedback and presence mean the world to us.
As more and more people unlock and try out bubble tea, we're bound to discover a few more bugs in the process. Luckily, thanks to all of your help, we've managed to squash quite a few bugs and add some improvements to smooth out the process even further!
As a reminder, if you are experiencing a bug, you can report it in-game by either pressing the F2 key or the drop-down button in the top right corner of the screen. Our Discord also has a bug channel for more in-depth one-on-one support! In particular, if there is a bug that you’ve already reported a while back but is still happening, there is a chance that this is a bug that we’ve had difficulty reproducing. If you’re able to hop into our Discord to help us track down and squash these pesky recurring bugs, we’d love to have you!
Bugs
Fixing bug where straw would move and clip through bubble tea cup
Fixed bug where bubble tea cup was difficult to place in cup machine
Fixed left button on Bong-Cha’s Tea Machine
Fixed incorrect Dislike of Pambeh (Earthy → Tangy)
Properly exiting tea making when choosing to have a conversation or exit at resident tea station
Fixed bug where using Fresh Lavender would cause invalid tea
Improvements
Adjusted Whims during Tea time to only include ingredients/flavors available at table
Made sure Min’s Teahouse Shop stocks at least one Ready-Made Tea every day (after Bubble Tea Station is unlocked)
Please make sure to restart Steam to receive the update. You can see your current version number on the title screen to make sure you have the most recent update!