We are approaching the release of the next minor update, which will bring you new and interesting mechanics regardless of its smaller scale. One of these is the ability to repair the internal modules of armored vehicles without leaving them.
What breaks off inside the tank...
...stays inside the tank. So you don't have to go outside to repair such modules as the gun breech, machine guns, horizontal and vertical aiming drives. Just switch to your tools and start repairing these important modules.
We have made a simple and intuitive radial menu where you can select the module that needs to be repaired. The color of each module indicates the severity of the damage it has received.
The rules are the same as for repairing external modules such as tracks, transmission, or engine. You spend a part of the resources in your toolbox for each repair. The vehicle must be stationary during repairs.
We would like to thank you again for your ideas on how to improve Enlisted, and we'll see you in the next developer diary!
Been awhile since I opened up Steam to write something - I've been trying not to add the pressure to make myself post every single month, as half the time I don't have much to say and the other half making it something I HAVE to do prevents it from being something I WANT to do
But it's been a little while of working on Mudborne stuff in between all the final APICO update stuff, and I wanted to share where I've got to so far with your new fav frog game
Back To The Drawing Board
So if you haven't already seen, one of the main things I'm doing with Mudborne is updating the style and the art. The gamejam version was made in a week, and a lot of that was shameless art rips of APICO with some reskins - which was still cute but after working in the APICO "style" for nearly 5 years now I wanted something different.
For that I'd already played with a few ideas
The game is set in a pond, so I wanted it to be mostly water. This meant thinking about what the landmass or even buildings would be like - I've always found the land style I did for APICO really weird as it's severe top-down but all the sprites are like sortof side view? So I wanted to work with that in mind and have the land match that perspective more.
I also really liked the idea of the stone slabs as the land instead of dirt, as it had a nicer overall vibe and helped the mud stand out from the "dirt" of the early ideas.
I also wanted to have lots of plants and nature stuff that wasn't necessarily interacted with but added to the overall scene. One thing I really hated with APICO is it relied on the trees/shrubs for balance of the overall palette, so this time I wanted enough flora scattered across the waters to make it look pretty all the time not just before the player has a killing spree with their axe.
What I ended up settling on after a few weeks was this:
As you can see it's mostly water, with some large stone slabs to act as "land" and break it up, and lots of green. I wanted a consistent darker outline for anything you can interact with, which then let me have a lot of "background" flora and scenery.
The stone slabs also felt like a perfect place for buildings - I'd tried an attempt at a few building designs, but overally didn't really like how they fit in with the world
Having the stone slabs as the buildings felt more natural and the little extra details of grates and drains and windows I think helps sell it more as lived in. Also by having a fixed "size" of the blocks in tiles, I could match that for the inside so all the spaces matched up when going in and out (and also means I'd be able to show "hidden" rooms while inside that give you a clue to how to get into them)
To finish it off, I worked on the menu designs to see how the UI would fit in - there's some similarities to APICO's basic UI style but I changed the colors a bit and added more space around all the elements.
I also wanted some clearer slot stuff, so like mushrooms and their powder/magic mud to have a small icon for the mushroom, buckets to have a liquid icon - I'd made a few sprites in APICO that were far too similar, so I wanted to avoid that this time round.
I also wanted to keep the main UI as minimal as possible, just some indicators, a current quest log, and then the tooltips if hovering something - this means I've got some flexibility later to add some more stuff.
Once I got this coded up I'd tweak a few things, including the design of the titular mud itself, but overall things pretty much match those final concept arts above.
Lost In A Dream
With that done I wanted to work on the next main part of the design - the dream world. In the gamejam when you dream you visit the big frog god and they tell you your progress, but what I actually want is a whole dream world that acts as an "opposite" to the waking world.
With APICO I always felt like the gameplay was fun but the NPCs and story and exploration was pretty non-existant. In Mudborne I wanted to expand that, have a similar "maths for fun" genetic puzzle to work on as the core game but then have a much richer world to explore.
With the dream world I could have things change between the worlds - new doors and rooms appearing, broken bridges now fixed, stone lilypads disappearing. By using the big froggy pools the player can switch between the two, and access new areas they couldn't before, along with new frogs or mushrooms or NPCs.
This ends up with a sort of APICO x Metroidvania in a way, you find different mushrooms, create new frogs, and based on the frog genetics you can "unlock" these gates to get to new areas - some part of the main story, others optional to learn more about the secrets of the world, but the different frogs will gate your progress and exploration.
It also gives me a lot of scope to do fun things with the differences between the two worlds, whether thats trees turning into jellyfish that float around, or NPCs being different and saying/selling different things.
It also has some importance within the story itself so I think it should end up as a nice mix of fun gameplay, cool vibes, and a nice story to tell.
Something Old Something New
With the overworld itself I'd done a lot of changes, looking at the gamejam you can see just how much differs, not just colors but the world objects too.
Some of the items I still liked, like the mushroom designs or the basic tools, some I think make for a fun "nod" to APICO, (like the frogspawn being the honeycomb sprite but modified), with the objects themselves though I wanted to try and match that new "perspective" shared by the stone buildings and the trees.
I also wanted to start using some more colors and have things less flat, so it was nice to finally move away from a lot of the stuff I'd drawn for APICO. When it came to the menus though, I still think the rough style of menus worked really well - it's been battle tested and I know what worked and didn't, but the UI has always been pretty solid.
The main changes I did was update the spacing between elements to give the slots + UI inside menus more space, and then I wanted to change some of the border/header styles slightly and have the tiny lilypad icon in there too. To start with I just fleshed out a bunch of the machines I had in the gamejam plus a few extra ones (also yes thats a slightly different shade of brown to APICO, you have good eyes!)
I really liked some of the menus have these sort of "mini" interfaces inside that showed a bit more of what is going on in the overworld, so wanted to lean into that a bit with some of the other machines.
I also still liked the idea of having some mechanism stuff - for APICO players I appreciate it's lost the charm, but anyone new to Mudborne thats never heard of ol' bee game can still appreciate it!
Maths For Fun
As I started implementing the mechanics some of the menus changed a bit - for the current "vertical slice" I'm making for pitches, the main machines I needed were:
Spawner (frog+frog = frogspawn)
Grinder (mushroom = powders)
Cauldron (mud+powders = magic mud)
Nursery (magic mud + frogspawn = tadpole)
Feeder (tadpole + bugs = frogs)
Bed (skip ahead time)
The main differences to the gamejam version is the extra step with mushrooms (so that you don't have to find + pick as many mushrooms as you'll get multiple powders from one), the cauldron accepting up to 3 powders that can be the same or different (so one magic mud can have 3 buffs), and the nursery having multiple layers (so you could do 3 different genetic changes or use a +1 mushroom 3 times for a +3 in one step)
The nursery change is the most important here, as being able to do 3 buffs at the same time is important as it's part of the genetic puzzle I'll explain later - but it also removes some grindyness, instead of needing to do 3 cycles for a 4 trait to become a 7 trait using a +1 mushroom, you can do just 1.
The feeder expands the process to include bugs you find to feed the tadpoles - once they grow they'll appear in the overworld as actual frogs again to catch, but this time they might be some new species depending on the genetic modifications you made with the mud. I'm still playing with what the different bugs might do or how which bugs are decided as needed, but I think it gives me a lot of room to play with from a mechanics standpoint.
The final "new" machine I needed was the actual teleportation pools - these would have the genetic "lock" that you need to make a frog to match.
The puzzle starts off simple enough, get a frog that matches the 7 traits the pool requires. Putting a frog in the pool starts the little coloured lines to "move" from left to right, stopping if the number the frog has doesn't match whats needed.
Once you have a frog with all numbers matching, all the dots can join up, and the pool unlocks to be used to travel between worlds.
"That's easy" I hear you say, and yes! To start with this is easy enough, sure you might need to combine different mushrooms to counter certain modifications you don't want, but you can cycle frogs as much as you want to keep modifying until you get there. However this is me making a game so obviously I need to then show you something that makes you cry - which is when I introduce the concept of ancestors to the genetic locks
Instead of just looking at the traits of the frog, it also looks at the traits of the frog of the previous generation, and maybe even the generation before that! So starting from the first "column" you need to jump to the next one in a single frog cycle, using the right mushrooms to modify the numbers in one leap (ha).
You then might need to do that again (and again) until you have a frog that has each previous generation matching whats expected. There'll be some tools to help you "predict" this, as well as lots of different mushrooms you'll find as you explore that do different things, +1, -1, *2 AND -1 etc. Planning this out is a nightmare as you can imagine...
Also having 7 traits each with 7 values means a lot of combinations (823543?!?), which means I can "hide" a lot of frogs to be discovered. For example go scroll back up and look at the "finished" concept art without UI for both the waking and dream world - notice that piller on the left? By travelling to the dream you can get the missing numbers that give you a trait "key" you could make to find a new frog.
In this way there can be a bunch of frogs you have to find to progress through the pools to new areas, some frogs you can get through experimenting (what if I do 777777?) and some found through clues in the world.
What Next?
So right now I've planned out all the mechanics and I've been starting to implement them into a prototype of sorts (in my new favourite engine LΓVE) to make sure it all feels fun and has the right vibe, so lots of little bugs/critters roaming around, a cute day/night cycle, weather etc
I'm trying to spend more time on little details and effects in the world, all very small stuff but all adds up without the player realising, reflections or pollen or subtle movement.
The goal is to then finish that as a vertical slice I can use to pitch to publishers, cos although APICO did well that was a couple years ago now, and outside of this final update I essentially have no releases until Mudborne is done so money is pretty tight :')
While doing that, I'll be continuing on with the game, starting with the first "training" area that will essentially become the demo. My plan is to release the demo later this year showing that first area, while I continue finishing the game to release in 2025 - right now the demo on Steam is still the gamejam version, which while it has some of the vibes it's not the full concept of what I want Mudborne to be, so I'd like to get that updated to really show people what they can have to look forward to.
I have a lot of the full game mapped out now, in terms of the story, areas, npc, general mechanics etc. I'm also literally mapping it out, each area on some graph paper, so will be interesting to see how closely I follow this for the demo + full game, esp. as I've already changed the houses (and is a nice analogue break for my poor eyes)
As I mentioned at the start, having to force a devlog every month didn't work great for me, I'd rather do larger devlogs now and again to catch you all up with what I've been doing over a couple of months otherwise it feels like I'm scraping the barrel some months when I've been busy on other stuff.
I do share the odd video + sketch in Discord now and again, so if you want to come chat about it I'd love to see you there, but I'm committing to do devlogs when I can so you can keep up with everything <3
Thank you for your patience and support as we awaited these developments.
This update is a major one that adds many systems and enhancements to the game. It does not pertain to game content, but rather to systemic updates.
Updates:
-Mouse control has been added. Sections that can be controlled with the mouse include: Main Menu, How to Play, Settings, Credits, Character Customization, Lobby Menu, Map Selection Menu. -Credits have been added. -The settings menu has been improved and expanded. -In Funball, a goal effect has been added when a goal is scored. -In the Water Wrestle map, the winner of each round is announced on screen at the end of the round. -In the lobby, the characters of added players will display their "Steam" names, making it clearer who is who. -Indicators above characters have been improved.
Known issues and ongoing developments:
-In Nippon Goal, the ball can disappear, and scores may decrease due to unseen balls. -At the end of each map, the character's victory animation and the names of the winners are not aligned. -In Cliff Arena, if no directional input is given, the potato might not throw a spear in the direction it is facing. -In Slide Fast, it can be difficult to discern who is who. We are working to make this clearer. -If the leaderboard is not entered on the first visit, the initial 1000 points are not added. We are working on this issue. -In Water Wrestle, the camera sometimes does not move to the correct position at the end of the game.
We are still in the development phase, so we thank you for your understanding. Please report any issues you encounter so we can address them. If there are features you would like to see added, you can reach us through our Discord server.
Just a quick status update on the upcoming Major update - The Marshall's End: All new features and important reworks are done and we are now in the process of balancing the difficulty and game progress along with some more bugfixing and minor changes.
Update preview should be deployed to the devbranch within 2 weeks, where it should stay at least for 1/2 weeks to test things out and fix all the issues we may find before its official release on the main branch. As always, we are looking forward to your feedback.
New features and reworks include (some of these already available on the devbranch):
Large Ship Direct Control
Contract Sectors 2.0
Conquest sector type
New/Reworked sectors (4 Contract Sectors and 3 Conquest Sectors with improved visuals)
Tech Tree + Tech Point currency (Ship and Weapon Progress)
Tacview icon grouping - decluttering system
New large ship classification system (Thanks a lot for all the amazing ideas on discord. Ready for bigger ships!)
Large Ship Weapons - Hardpoints sizes (S1 + S2 Hardpoints on Frigates, also in preparation for more ships types, such as destroyers)
Salvaging update
Ship Balancing
Weapon Balancing - Turrets and Launchers
Fleet Roster QOL and Sector map updates
Huge RAM usage Optimization
P.S. We understand that updates haven't been going out as fast as both you and we would have hoped, for which we apologize. The simple reason is that due to the rather complex nature of the game (Cockpit part, Tacview RTS part, and now the Large Ship 3d-person part), we had to revisit fundamental inner workings of the project for everything to run smoothly.
However, as stated before, once this update comes out, all core systems that needed reworking will be done, which will allow us to make new content updates more frequently.
Thanks a lot for your patience and continuous support.
This template is the first party GameCreator game template - βFormation of Lightβ. It can be used to visualize the game of making Strategy Role-Playing GameοΌSRPGοΌ.
This template includes the functionalities of the GameCreator engine, as well as the core system and editor unique to the template. Usage difficulty: β β β β β β β
Full game controller and SteamDeck support
Battle demonstration
The following are some demonstration effects of battles:
β Move to the enemy's side to attack, multiple attacks can be set, and whether counterattacks are allowed can be set
β AOE and control skills
β Can be set to attack the enemy's back (without being counterattacked) and inflict 3 layers of poisoned DEBUFF on the enemy
β Auxiliary skills, health recovery, shield, and continuous recovery (turn settlement)
β Summon pets to join the battle
β Must kill effect, custom performance
β Use item
Partial gameplay introduction
β Allow picking up items, settle picking up items at the end of the turn (touch event)
β Allow to decide who will take action first in battle, such as our side taking action first/enemy taking action first/random decision
β When the battle fails, the game can be ended or the storyline can continue
β Allow for setting ways to clear the battlefield after victory, such as retaining fallen soldiers/retaining fighters
β Allow adding failure conditions, limiting the triggering of the end of the battle after a character dies
β Allow for the production of observation effects, both sides are computer-operated
β Allow for free arrangement of our characters to appear
β Allow us to preset which characters (or non player owned characters) will appear on our side, as well as which characters must appear
β Allow interruptions in battles and allow for custom storytelling before resuming (such as joining new allies/enemies midway)
β Allow custom events such as dialogue to be created during battles
β Become a new fighter after death (status page changes)
β Allow automatic battle (actors can also be set to computer operated in team formation)
β Allow custom battle screen (can be set to enable or not)
β Dead player characters can be set to leave the team or not
β Can be set to allow changing the orientation of the character
β Can be set to have a back to enemy mode (battle scene) and the damage bonus effect of attacking the enemy's back
β Can we set whether our character is considered an obstacle when moving
β Whether the fighter at the time of death can be set as an obstacle
β Multiple battle rhythm parameter settings
β The CTRL button accelerates enemy actions (this function is implemented in Event Library-14002)
β More details waiting for you to experience
Actor System
Multi actor development and freely setting professions, allowing the setting of team members who can be freely disbanded, and allowing the setting of characters to be controlled by computers.
Skill System
Skills provide a wide range of parameters to set, such as:
β Launch bullet, cooldown time, multi-target attacks, passive skills, etc
β Custom scope and release range
β Special abilities: counterattack/rebound damage/vampire/combo/invisibility, etc
β Element type and restraint (special effects - magic element damage effectiveness)
β Support event creation special effect skills (such as summoning pets, capturing pets, flashing, etc.)
Hate System
Enemies are allowed to use hatred to obtain targets, and skills and states can be set with hatred values and proportions
Equip System
After carrying, special settings such as automatic status and immune status can be attached, and random floating attributes can also be set. You can set events for wearing and removing equipment, making it convenient to create some special effects.
Freedom to set parts (such as head, body, weapons) and equipment categories (such as sword, hammer, staff, etc.), equipment color quality, and so on.
State System
It can have control over the state of the class, the number of layers stacked, DOT/HOT, attribute bonuses, and so on.
Item System
Each character can carry several items that can be modified in the world settings Can set whether props are allowed for teammates to use Allow item exchange during battles
Events and command
Creating custom storylines and logical functions through various command combinations
Advanced Extension
Because the engine supports plug-ins and scripts, it can be extended arbitrarily on the basis of templates.
Materials
Contains all the materials of "Feather of cyan" and the materials unique to this template, such as a variety of standing paintings, dozens of combat characters and animations, etc.
Engine update log
β Fix code line error that in some cases failed to map the correct ts file (only displaying js file error)
β Fix an error that may cause the loading interface to get stuck when opening a project
β Fix the error where disabled instructions are disabled when pasting after copying instructions
β Fixed an error where the displayed objects in the display list of the object module were set to "Editor Preview Only" and still displayed in the game
β Optimization - The security lock component of the interface editor also adds protection prompts when adjusting the display level
Embark on the journey and watch Raey's eventful life unfold before your eyes. From the cradle to the grave - Raey will take the player through a roller coaster of emotions as he endures everything that is thrown at him.