Hello hello Ducks! This is the final stretch for Duck Life 9 to release... JUST 3 DAYS LEFT! We're so happy about what the game looks like and all of the new adventures you will face!
We're going to recap all of the most important features coming to the game in these 3 days, let's go for it!
A new lick of paint
With every new game, we’re always trying to push the boundaries of how beautiful we can make the world around you, so this time we’ve decided to go with a lovely pastel art style, with calligraphic outlines to nail that painterly feel. Above you can see some of the visual development of how we evolved the look of the ducks, with the OG style on the left morphing into something a little *too* different in version 2, and being reigned back into something more familiar by the end. The result is a cute new spin on the designs seen in Duck Life Adventure, with slightly altered proportions, fluffy shoulders and some feet that lend themselves a lot better to the new 3D environment.
You’ve got a golden ticket!
Duck Life 9 is set in the tropical paradise of Featherhaven Island. The island is separated into 9 areas, but we’re not going to be spoiling them all today, where would be the fun in that?? Take a look below to see what we’re willing to reveal to you this week...
Cel shading
Cel shading is a great way to give a 3D object a cartoony appearance. When used right, everything will pop out with bright colors that help bring the world to life. Less is more and that’s what we’ve tried to do, many of the models use a simple gradient to help give a subtle bit of depth whilst the shadows are key to giving us our lighting.
Using the shadows right gives us lovely shapes that can turn a simple flat surface into a fluffy meadow worthy of lying in under the stars!
It's in the details
Sometimes it’s the little things that can bring the world to life, the visual effects (VFX) are a big part of that but it’s surprisingly easy to make them look realistic. Game dev tools are often made nowadays to do realism really well. The art is giving the game its character!
The VFX is a language of its own and helps make Duck Life 9 feel special. The glints on the water are more than just dots which give it a magical look. The waterfall itself spits out comicbook style shapes that help to distance the look of the game from many other games.
Training games are back
Training games are a staple of Duck Life and they will be returning in Duck Life 9! This time we have trainers from all over the animal kingdom, from Doug the Dog to Percy the Penguin - true masters of their skills. When you are below level 50 in a skill, you will do beginner training. Once you hit level 50 you can unlock pro training and train up to the maximum level of 100. Both types of training have 5 parts each, which you can unlock after every 10 levels. This makes a whopping total of 60 training mini games.
Perilous Planks
Perilous Planks procedurally creates a bridge going all the way from the entrance to the exit of the section, meaning each time you attempt this obstacle it will be a little different - memorizing the course won’t help you breeze through this one! The goal of this obstacle is very simple… Don’t fall off!! While this may seem easy to some, the true difficulty comes in when you combine the longer stretches with an overconfident speeding duck! If you are truly gifted in the ways of the running skill, you’ll be able to complete it without stopping or slowing down, but that of course, will come with practice.
That’s everything for now, but come tomorrow for another recap! Join our Discord channel to stay updated and join the discussion. We’ll also be posting trailers and updates on our YouTube channel, and if you’d like to wishlist the game, you can do so now on the official Steam page.
1. Reduce the maximum level of illusion by 2000 2. Reduce the maximum consumption of strengthening stones by 5 3. Enhanced gemstones can be selected as materials from any level of extinction gemstones 4. Mirage can disable combat effects
New Terrain/Biome Shader (Glowing (Lava) and metallic textures are now possible)
Tweaked rendering to allow High dynamic range textures and effects like lava
New Biome textures from floors
See inside Multi-Object themes with the Theme Objects Icon window (Objects Tool).
New written User manual on the web page How To Map
Change log:
Unity Version Update: The version of Unity which DMM uses has been updated from 2019 to 2022. Lots of stuff had to be changed and fixed under the hood, either bugs with Unity or systems that work differently in 2022. You shouldn’t notice any difference in basic functionality. It took longer than I wanted but now everything is working and updated (hopefully!) I can start to implement features that were not possible using 2019.
Added new Terrain/Biome Shader: A new terrain shader has been added now we’re in Unity 2022 that gives some new features. Metallic surfaces Glowing/Emissive surfaces (Lava etc) Height blending between biome textures
Added Asset: Lava biomes
Added Asset: Biome textures from the Floors Tool. All the Floor Tool textures have been converted to be used as Biome textures! (its a lot of textures)
Added UI/Feature: Height Blend slider for map terrain/biome textures. This value is saved with your map .dmm file and its default is set to 0.7. Biome textures will "hight-blend" together when they are not at 100% opacity in the painted layer mask and underlying biomes are visible through this. Each Biome texture now contains a height map. When two biome textures are blended together this height texture will effect how they blend. Higher parts of the biome textures get more weight than lower parts when blended. So a taller rock will be more visible than a lower patch of ground in a blended texture. Set the slider value to 0 to replicate the previous blending mode. This is a global effect and cant be controlled for individual biome layers. I like the effect, it makes blended biomes look more natural but will change how they blend compared to the grid view.
Added UI/Feature: Underground Biomes Height Control slider. You can now control the top height of the Underground Biomes. Currently this is a global setting.
Added UI/Feature Objects Tool “Multi Object” peeking window: A window showing what a Multi-Object Theme contains has been added. Open the "Theme Objects" window using the button found on the side of the Map Theme List for the Objects Tool. Clicking on an “Object Icon” will change the selected objects or “Spawn Tool” example object to the relevant object clicked. You can peak into Multi-Object themes in the Theme Library without loading them as well! Just remember what ever you clicked last will be displayed, so its possible to have the window open on a theme that is not on your map.
Map Rendering Speed: If you’re using the cap frame rate feature in the Options panel you should notice a small to large speed increase when rendering a map (depending on your GPU speed) as the frame cap is now disabled when the map renders. The frame capping was having a much greater effect on map rendering speed than it should have...
Lighting Panel: Added UI: Time of Day buttons. Reset time of day button and buttons to set commonly needed times (These have been set to give the best looking lighting angles for each time of day).
Added UI: Reset Sun-Moon Direction
Minor UI changes: Changed UI : “Object Themes” tool text to “Object Theme Markers” to make naming of tools more consistent. Changed UI: Help window. Now points to the Tutorial page of our website How To Map (which was also updated) Added UI: Eraser Icon. Added to Terrain Icon in Floors tool list to make the function of this theme a little clearer (it’s used to erase rooms!). Changed UI: Changed the color scheme of the file browser so its easier to read.
.uvtt export: Added UI/Feature Fix: Version number for FoundryVTT export. The FoundryVTT import module “Universal VTT Importer” by moo_man has changed how it deals with Portals (doors and windows) which can affect DMM cropped maps. Make sure what ever version of FoundryVTT you are using that you’ve updated the module as well. Then choose the version of FoundryVTT you are using in the .uvtt export tab. If your windows and doors are offset or missing you’ve clicked the wrong version. (FoundryVTT v10 = module v2.6 and FoundryVTT v11 = module v3.0)
New Bridge and Fence Assets: Asset Added: New wooden bridge objects. Added to Floor (Used with the Height > Sticky Room tool) and Object tools.
Asset Added: New wooden fence objects. Added to Wall and Object tools.
Help/Tutorials: New written “User manual” and “Quick Start manual” as Google Docs (meaning you can translate them as well). Find them here How To Map. People have often requested a written user manual and tutorial as some people don’t like learning using the video tutorials. It was quite a bit of work but these are now in a good state and explain 95% of the features of DMM. In addition they should be quite quick to update in the future!
Index for Web video tutorials: I added an index for the web video tutorials on the Dragon Map Maker How To Map web site. Click on a heading to be taken to that video.
Bug fix: Color picker window when opened for the first time could be outside the screen bounds on certain screen aspect ratios and UI sizes. Fixed Bug fix: If the scaling of the UI is not close to the standard 1920x1080 (1.0) dragging biome layer buttons line indicator may not line up on the lower half of the button. Fixed Bug fix: Fancy Wood Wall had the wrong shader applied to certain parts: Fixed Bug fix: Stairs Objects kept highlight turned on when switching out of the objects tool: Fixed
Releasing a game to you, the player, is terrifying. Really, genuinely, terrifying. After years of work there is always the fear that you completely missed the mark, or - possibly worse - that you graced the mark but missed anyway. Up to release, there is a constant lingering anxiety that we missed some minor detail that could have been fixed if spotted early enough, but was somehow missed.
Today, 12 days after release, over 150.000 of you have decided that Bellwright is a game worthy of your time and money, and it’s growing steadily every day. It is hard to explain just how much this means to us. You have taken away the anxiety and replaced it with motivation, encouragement and even trust. We understand what this means, and we will not disappoint you. The message is clear: Bellwright is ambitious and unique, but it’s also early, raw, and needs more work. And work, we will.
What I am personally thankful for is the community that is forming around the game. No matter where I look - Steam, Discord, Reddit, Twitch - people are friendly, respectful and helping each other out. You are all incredibly pleasant to talk to :)
One thing you may have noticed is that we have been somewhat reluctant to reveal what is planned for the future. This was a very deliberate decision: We wanted to avoid hyping you up about features that do not exist yet in the game. We feel very strongly that you should only buy Bellwright if you feel it is in a worthy state right now. On the other hand we get asked more and more often to share where we’re headed. There are actually a couple of features in the prototype stage that we could consider previewing. Please give me some advice here, do you prefer us to keep silent about features until they are ready, or would you like us to give you a sneak peek into features we’re working on?
*Please note that these changes are not in any particular order.*
BETA Update 1.46.0 Changelog:
Changes & Additions:
You can now import up to 8 custom portraits for use in game (Guide attached to this announcement on how to do so)
Added Activate Custom Portrait option under Customization in the PDA
Added Custom_Faces png file in the game's root folder with colored boxes to guide players in importing their custom faces
Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available for download shortly.
A friendly reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel! I've also gone ahead and started an official Patreon Page to help bring in financial support for the game going forward.
The demo was just updated so the the encounter rate was lessened. You now have to take 40 steps instead of the preset 30 steps to run into enemies on the 2 maps that have enemies. I hope that helps with the enemy encounters. Please let us know of any other issues the demo has as we work on the rest of the game for the end of the month release.