Heroes of the Ashenwatch - Kuş Bilge


Hey there! Demircan here with an exciting update on the development journey of "Heroes of the Ashenwatch." Today, I want to delve into what makes our game's art style so special and why we're hyped about it.

From the beginning, we knew we wanted "Heroes of the Ashenwatch" to stand out in the crowded realm of gaming with its visuals. We made a bold decision to incorporate cel-shading and outlines into our art style. This combination isn't just eye-catching; it's the secret sauce that gives our game its distinct personality and allows for fast iteration speed.

Trends may come and go, but great art endures. By embracing a timeless art style rooted in the rich tradition of animation, we've ensured that "Heroes of the Ashenwatch" will hopefully remain relevant for years to come. With its clear lines and expressive forms, players will immerse themselves in the game.

At the center of our art style are the techniques of cel-shading and hard-edge outlines. These artistic choices make "Heroes of the Ashenwatch" stand out.

GETTING TECHNICAL

Cel-shading is achieved through stepping NdotL with a single value through the whole project. And then a simple posterization filter applied to the diffuse pass. Here's a direct example from our Lighting.hlsl



Then there comes the tricky part, the outlines. Outlines are computed through different render passes from a single camera. Diffuse, Normal and Depth.

Diffuse (Gbuffer) pass is to draw outlines on textured things especially the terrain and environmental objects and props. ;


Normal pass is to draw outlines on the concave edges and objects with normal maps to make them stand out. ;



And depth pass is to find different pixels through the depth texture of the camera. This technique is also pretty useful to give the illusion that foliage and terrain is connected.



And with all the simple post-processing and through some painful iterations here's all the shaders and effects combined in a single pass;

Echoes of the Plum Grove - essielessie
Ready to create your family's cozy cottage?


⭐ 1,000 Discord Members!


First off, we've hit an amazing milestone of 1,000 members on Discord! Thank you to each and every one of you for your support, engagement, and belief in our lil' game. For those who wish to join click here to join our discord!


We recently concluded our art competition and were blown away by the talent and creativity in our community. It was so challenging to choose that we ended up with 4 winners instead of 3! Congratulations to @Loki, @Johnny Cash, @Trndysam♡♡, and @Indylove—your art will be featured in Echoes of the Plum Grove!



🏡 Furnishing Your Home!

It's a wrap! We've completed the development of all furniture for Plum Grove's launch, we'll have over 160+ items of furniture, 83 wallpapers, 48 floors, fences, gates, lamp posts, exterior furniture, MORE food, MORE hair, glasses, hats, and facial hair.




Get ready to have you living spaces will look much more lively, we now have more beds, multiple styles of kitchen cabinets, and a large assortment for children's rooms!
As we near the completion of the game, your feedback, creativity, and support is so lovely! We can't wait for you to experience all the new content and improvements.





Thank you for being a part of our community!

💜
The Echoes of the Plum Grove Team


Microcivilization - Ondrej Homola
Hello,

after another 4 weeks, it's time for a little update. This time I'll talk about some dates for v0.7 release, and then give a brief peek into what's brewing for the distant update of v0.8 and v0.9.

Version 0.7

Beta has been running for 3 weeks now with some useful feedback and surprisingly less negative feedback than expected. So I believe it's now time to think about releasing the 0.7 it to the wild nature.

When is 0.7 coming?

While you can play 0.7 in beta already (as described here), the full release is expected to happen roughly in a week. In it you can expect all the features mentioned in previous posts.

Is current 0.7 final?
No. There is still one patch in queue to be released early this week with some minor changes. Probably today or tomorrow (Feb 19th or 20th). There will be some feature fixes/redesigns/rebalancing from the beta feedback, though obviously not all of those can be processed as a 'patch'. Some of the feedback will require a more careful processing due to dependence on other features in plan. But generally speaking 0.7 is final in terms of the content (e.g. no more heroes or new features are planned at the moment)

Are the promised Cloud saves coming in 0.7?'
While the Cloud saves are the next priority for update, I have not yet decided if they come as an independent patch for 0.7 or along with some additional 'technical' features or even with full game features.

I am currently more inclined to build something like a 'minor technical update' where I would pack together multiple 'non-business features' at once. For instance those candidates are:

  • resolution support,
  • save compression,
  • optimisations for lower spec CPUs
  • cloud saves support
  • first iteration of text externalisation (for translations)

This is a pretty long list so it still needs some careful planning and time-boxing (optimisation itself is an enjoyable process that can take months if not constrained).


What am I working on right now?

These past weeks are filled with diverse tasks around the 0.7 patching but nevertheless there are two areas where I focus on the upcoming new features as well.

#1 - Music
After about 4 months break I have resumed working on the Soundtrack and have began digging deeper into composition theory. The difference between music and pixelart/programming is that I am very new to this world (read: can't read/write notes or play any instrument) and completely unable to estimate the work needed. Nevertheless music is probably the most fun of all game-making processes, which is why I decided not to outsource this to a professional.

So far Microcivilization's soundtrack has something like 10 minutes overall - about 5% length of what I would like the soundtrack to be for the full game. So for this reason I restarted this activity as soon as I could after Early Access release. I can't tell what the soundtrack will be like for 1.0 and if it even will be full at that time. But this is a very long journey...

My plan is to add music tracks one or two at a time, as part of future major updates - probably starting with version 0.9. There is a plenty of styles to learn for different historical eras, so a lot of experimenting and lot of theory as well. And so for the time being we'll be stuck with just the humble 3 in game tracks.

#2 - Dynamic Research system
Research update is aimed at providing the variability framework for future gameplay (e.g. more ascension tiers). It is best to come before any other planned big features, since everything else depends on tech tree and it's mechanisms. With great demand for run variability I decided to prioritise this build even before promised AFK and autonomy upgrade.

Also the Tech tree is one of the oldest code components and is contaminated with a significant tech-debt (ironically). So it makes a lot of sense to replace some dirty fixes with proper design to prevent future slow-down.

Changing Tree
The first most important change is making the technology tree change with each run. Planned features include Rare technologies only discoverable under certain conditions. The tree's branching would become semi-randomised as well. This will also enable endless research technologies at the end of available era, although the specific of these is yet only vaguely designed. But it's good to have a possibility for it.

Major/Minor techs
To make planning your research more sensible Technologies would be separated into Minor and Major. Minor techs will provide a single small bonus while Major techs will provide a number of bonuses as well as unlock multiple new units or buildings. In combination with randomised branching this will let players focus on certain branches first based on their current culture build.

Redesigned Bonus system
The current bonus system (the objectives indicated with the Star icon) will be completely reworked and integrated with the new tech tree features. Bonuses will also become randomised.

Locks/Gates
Some technologies will not be achievable without prior investment elsewhere. There are going to be locks/gates (I have not settled on the name yet) which will require a certain condition, activity or resource to unlock the given technology (i.e. there will be different gates, also randomly generated each run).

More Crises and problems
At the same time, some technologies will cause specific unique problems. As an example I plan to introduce Plague and Industrial Pollution. This is not necessarily going to be a new Crisis, instead there's a new small mechanism I am experimenting with at the moment.
That should introduce some new Fun (trademark by dwarf fortress)

Early mockup for the new randomized tech tree structure with static 'spine' techs, minor techs, major techs, rare tech and late-game upgraded tech.


In summary the Research Update is aimed at thes objectives:
  1. Offer players a long term reward for well planned exploitation of the tech tree each round - there will be good and bad decisions what to research when and sometimes mutually exclusive choices.
  2. Turn research tree from a static 'progress bar' into essentially an exploitable place with opporunity for perma-upgrades
  3. Offer more challenges along the research and thus more risk management decisions.
  4. Steer the player occasionally to benefit from different playstyle in order to unlock a special new feature.
  5. Enable future expansions to the tech tree - e.g. growing the tree in all directions by unlocking ascensions, changing/upgrading individual technologies or regressing technologies (through dogmas etc.)
When is new Research coming
As I mentioned above there a few more things to tackle first. Number one is patching 0.7 for the releasable version. Then comes the actual 0.7 release to the public branch. After this comes the promised Cloud Save support (optionally with other features along that). Only after all the above are done will the focus fully switch to the new Research update. So optimistically I am looking at first part of Q2 (e.g. April) for the new Research tree to come to Beta and public branch.

Thats all for today.

See you soon,

Ondrej







Feb 19, 2024
Idle Trillionaire - Bushman
Just a few small fixes.

- Minor card fixes and Ui Tweaks
- Hidden Cards View Modes are now saved with game files
Feb 19, 2024
Blacksmith. Song of two Kings. - PavelLeksinCG
-autosave. The game is saved right after you complete an order.
-hammer deformations tune. The volume of metal is better preserved.
-deselect materials by clicking on empty space.
-fix conditions for dwarven gauntlet.
Space Station 14 Playtest - Trans Rights Nuke Disk
The Diona species has evolved to spread three nymphs when their bodies are destroyed. One of these nymphs contains the brain, which is player-controlled. After ten minutes, that nymph can reform into a new Diona with the previous Diona's brain and memories. The shadow anomaly is a creepy yet mostly harmless anomaly ripe for studying; just don't listen to the whispers for too long. As well as several botany tweaks from the process of plant clipping to death nettle nerfs.

Patch Notes

Additions

- A new chest scar marking is now available to humans and dwarves.
- New "tailed" hair.
- Detectives are now supplied with a box of evidence markers, useful for marking evidence at a crime scene.
- Massban Flag has been added to admin ranks
- Diona are now able to split into three nymphs on death, and will control one of them. The controlled nymph is able to reform into a new Diona after some time.
- Diona nymphs, small cat-like creatures, several of which make up a Diona.
- New lobby art (of an Air Alarm blueprint).
- Added new covers for the medical, security, and science guidebooks
- Sound effects have been added for writing on paper.
- Fax machines can now print text files from your computer.
- Added an advanced remote signaler, with a range of 30 tiles.
- Darkness is coming. A new shadow anomaly was added.
- Drink bottles can now be opened and closed from the verbs menu, and some have been given tamper-evident seals.
- Medical berets added to MediDrobe
- Can now "tearfully smile" with the text emote :') and similar variants
- Can now "wink" with the text emote ;) or ;]
- Autolathes may now make empty air tanks.
- Buyable Janitorial Trolley!

Tweaks

- Plants need to grow a bit before being sampled.
- Seeds from sampled plants now inherit the sampled plant's health to discourage excessive sampling.
- Diona now combust into flames upon being hit with significant heat damage.
- t-ray scanners can now penetrate carpets and puddles
- The firefighting door remote now has access to atmos doors.
- Nuke has some more blinkenlights now.
- Reduced energy shield's hp from 150 to 100.
- Holosigns can now be placed at range. No more being eaten by force fields!
- The anomaly synchronizer consumes much less power, and no longer causes the anomaly pulses when powering down.
- Remote signallers are now limited to a 15-tile radius
- Microwaves now tell you how much time is left when cooking.
- Microwave UI enhancements.
- Advanced topical meds now cost significantly less chemicals
- Plague Doctor's hat and Witch hat (with red hair) have tag "Hides Hair"
- All hoods have tag "Hides Hair".
- Added more ways to "cry" with the emote :'( and similar variants.
- You can now inspect people's ids and health through glass if you are within the details range.
- Deathnettles are no longer able to bypass armor and don't do as much damage.
- Resprited the CE's jetpack.
- Ethylredoxrazine is more effective at treating drunkness.
- Stun batons and stun prods now display their hits remaining.
- Ammo is now tipped!
- Lowered Reoccurence Delay for Ion Storm.

Fixes

- Toned down the newton cradle and added it to the bureaucracy crate for bored accountants.
- EVA and paramedic suits now play sound when putting a helmet on.
- Tails now stop wagging on crit.
- Diona nymphs aren't deleted immediately after spawning anymore.
- Fix some rounding issues with complex chemical reactions.
- Damaging stacked glass sheets now gives an appropriate amount of glass shards.
- Thindows no longer duplicate glass when broken.
- Fixed disposals bins not automatically flushing after an item was inserted.
- Death Acidifier implants not deleting items when activated
- Disablers now fit inside the suit storage slot.
- Microwaves UI now uses prediction for user inputs.
- Alternate ammo now has the proper appearance when spent.
- Fix decal error spam in the console due to a missing overlay.
- Item size cannot be misinterpreted now.
- Door remotes no longer have their 5G signals absorbed by mobs, machines, or Ian's cute butt.

Feb 19, 2024
Slaves of Rome - B.D. Games
- Maximus will properly display his active objectives when helping find the sword for Mars
- BabaLarga now displays her proper dialogue when waiting.
- BabaLarga is now available to fuck after you finish Mars Realm
- Improved UI text on Interaction and Skill tree
- Improved the clarity of the Points of Interest overlay (by pressing ALT)
- Improved lighting and shadows
- Optimisation on textures and foliage
- Updated MainMenu graphic
- Improved the behavior of Tutorial and its clarity
- Fixed an issue where slave education slaves will not be assigned a name.
- Improved visibility of objects on the Temple service.
- More languages for the wiki
- Fixed archery not working with gamepad.
FLEX Disc Golf - Mumbley1
Head over to the Disc Store to stock up on your favorite discs or try out new ones!

Update Notes for Feb 19th:
  • Disc Store is now accessible and open
  • Player now has an inventory to see owned discs
  • General HUD optimizations
  • Implemented footsteps for player
  • Completing holes now awards cash in addition to XP
Xeno Runners - Fractional Supersymmetry
  • Fixed CPU performance
HyperLeague Heroes - SiphonShockGames
-Units can be assigned archetypes which change their gameplay style. Archetypes can turns units into medics, defenders, berserkers, etc. 10 archetypes are currently unlockable
...