Mudborne's new demo is finally out, and it's been lovely to see how much you've all been enjoying it <3
Now that the dust has settled and the demo is stable enough for the time being, I can get started on actually building the full game - no pressure me!
World Building
It's a bit daunting having to just sit down and make the rest of the game, and hard to know roughly where to start. I spent a few days just picking at random areas, and trying to combine various notes that I'd written while making the demo - both physical ones and random ones on my phone when ideas hit me.
After getting nowhere with that approach apart from some bigger, slightly more organised lists, I decided I'd start with trying to plan out the world map, and the regions inside it. I thought this might help me narrow down the journey the player will take, and the different mechanics/frogs/npcs/story that would tie into that region.
For each region I narrowed down the details seperately to give me a rough starting point, as well as a list of the items/machines the player would find there.
From here I could then plot out all the new items + machines as well as their related mechanics, and start drawing them all out. This helped me a lot as I could focus on one specific region and worry about the whole picture later.
I made little sections in aseprite for each region, and drew out all the machines for each one, as well as any other items. While some of the machines will probably change a lot when I actually implement them and start playing with them properly in-game, it gave me a good starting point - as well as letting me make sure all the machines were consistent with each other with the different concepts + layouts introduced.
Each of the coloured regions in both the scribbled map and the aseprite image above represents an area of the game, which will introduce the player to certain concepts...
Spawning Pools (Light Green)
The demo is loosely based on this area, will be a few less quest introduced as i needed to pack more into the demo, so will be a bit more chill in the real game, but still take you through the basics of getting new frogs + making magic mud.
There'll be a few tweaks to some of the machines that exist in the demo, like the cultivator having a seperate output bucket slot, and a few new bits too, like a new "breeder" machine for making lots of frogspawn/tadpoles for a given species.
(Sidenote: the bright green outlines in the larger screenshot of all regions isn't part of the game - it's actually just to help me keep track of what I've implemented/changed so I can quickly see what I still need to do!)
Grand Gate (Brown)
This will be a central temple area with a GIANT version of the little gates you see (like you're standing on a huge platform thats the tiny little stone step of the normal pools).
This is the "goal" of the game to open to help bring back the Pondmother and all the frogs in hibernation, with one really big genetic lock to open, but you have to go do a bunch of stuff in three "key" areas to open the path first - will be one of the salvage team here to speak to and teach some advanced stuff like ancestry (which I introduce a bit "earlier" in the demo just to show where things are going)
For the most part the "machines" here are like the reflection gates, specific one-off structures with their own fancy interface and requirements - I won't get into details here and let you try and interpret the designs yourself!
Kindergarten (Green)
The first "key" area, kindergarten, mentioned in the demo - this is where you meet the botanist and learn about mushroom hybrids, also where you come across deadly algae blooms you need to remove by using v. hungry frogs (edacity/energy trait), and get some improved bug stuff, like bug traps to gather more bugs quickly using stinky frogs.
The algae blooms are a physical thing that prevent you moving past them as well as stop any growth or bug spawns, nasty stuff! But once you get the mushrooms of this area and boost your frogs you'll be able to eat it up in no time, and also go remove some of the algae you find in other areas that you might have already come across.
Hybrids essentially let you combine any two standard mushrooms, meaning 1 powder can have 2 effects (so up to 6 effects in one magic mud!) - lots of brain melting in your future I'm afraid :D
Residential District (Blue)
This is where you meet the engineer and have to help fix the flooded houses with min. saturation frogs to help "drain" them - unflooding the houses then leads to other areas you couldnt access and some lore stuff.
There'll be some other uses too, by mastering saturation you'll be able to provide extremely dry and extremely wet environments for your cultivators, giving you access to some new mushrooms you couldn't get before.
This is also the region you'll be introduced to "croakwork" machines - some lite automation machines powered by ribbets that remove a bunch of the "manual" labour from the game (harvest mushrooms, grind mushrooms, chop trees etc).
Cold Storage (Yellow)
Cold storage is the region where the pond stores their food and resources, as well as where the caretakers have their own special residence. Things here have gone a bit haywire without anything looking after stuff, and so you'll be met with a much colder environment that usual.
By mastering the "Umbrage" trait, you'll be able to produce some very angry frogs that give off so much heat you can start to thaw the region, and access stuff that's been frozen over for a while now.
You'll also be able to access the climate extreme mushrooms (1/7 temp), plus better storage upgrades thanks to the blueprints in this area.
Dream Lab (Purple)
A sort of dream "skunkworks" lab area with some interesting prototype machines, and some more exploration of the dream world and it's properties.
You'll need to have got the mushrooms/machines from at least 2 of the key areas to access - this will have some more useful stuff like the predictor/analyser type machines of the demo, cloning machines, generation reversal etc
By this point you'll have also come across "forgotten" sections of the dream, places where the memories of the hibernating frogs have failed. You'll be able to restore these regions with memory fragments, allowing you access to stuff that's been forgotten, or repressed...
I haven't 100% narrowed down exactly how this mechanic works yet, but I don't need to right now - I just know there'll be these "barriers" to restore and you'll have a few tools to do so. Whatever it ends up being I'm sure there'll be some puzzle elements/maths involved, as you know I love to do!
Everything Else
While those are the main "areas" there'll be plenty of other smaller locations and set pieces to visit, and the mechanics introduced by each region are not limited to that area - so there'll be lots of places to explore and unlock by revisiting an area once you've got access to new machines or frogs (frogvania? frogtroidvania?)
There's also a story to follow along and history to uncover, so exploring will reward you in not only new stuff but new secrets too! It'll be a lot to design but it'll be worth it in the end.
It's also not 100% set in stone, I'm sure a lot of stuff will change, like who you meet and where, or how certain machines work, or how some of the mechanics might work - but in general this is roughly what I'm thinking right now. Once I start implementing stuff it's easy to see what's wrong/missing, so I'm not too worried that I don't have it all nailed down!
I also have a list of like 100 odd misc. stuff, like decoration or your own house or fast travel or pets or fancier frog furniture which all has to go somewhere too, but that's a future ell problem :D
For the next month or so I'll just be working solidly on implementing all the machines + items to cover the mechanics I've talked about above - by the end I should be able to make a new map with all the new mechanics so I can playtest them all properly together, and then can go from there!
We would like to thank everyone once again for their active feedback. If something from this list is still causing problems - feel free to write, we will investigate further and fix it.
General
Added a large Kletka for cooperative play for 3 to 4 people.
Changed lobby: you now need to press a lever for the initial descent of the Kletka. Depending on the number of players, either a large or small Kletka will arrive.
Added the ability to replay a session in the current player lineup (after a loss / win / manual restart).
Built a build for the Linux platform.
Fixed another cause of crash.
New features
Added vodka. When consuming it, speed, maximum carry weight and damage resistance are increased.
Added a new enemy.
Enemies now attack each other under certain conditions.
69.
Added a new weapon.
Added erotic dance.
Flies fly out with a small probability when smashing boxes.
Reorganized the system of trap spawning.
Added one new trap.
Lamps have been replaced with chandeliers in living areas.
The wrench has been split into two entities: regular and giga. The second one has more durability.
Added text chat, as well as the option to enable/disable it when creating a server.
Hovering over the cassette player now shows the title and author of the current song.
Added customization of quickbar cells in the tab menu. Details of current status effects are also displayed in the tab menu.
Added ability for dead players to communicate with each other via voice chat.
Bug fixes
Fixed all known bugs in the level with no gravity.
Fixed first-person ragdoll climbing animation.
A character in a ragdoll no longer flies off the map.
Fixed a bug with immortality after taking damage.
Fixed a bug with the inability to get the “Crash-Break” achievement.
Equipped items no longer clip into walls.
Speeded up opening of hermetic doors.
Fixed voice chat volume saving when activating the tab menu.
Fixed flashing refrigerator model.
Fixed infinite effect of taking a schwag.
Fixed voice chat.
Fixed concrete eater effect remaining in Kletka.
Reduced the effectiveness of the scanner when aiming at it.
Fixed the effect of electricity.
Fixed a bug with duplication of the sentence window.
Big News! We’ve updated the Gladio Mori demo with some exciting new features that many of you have asked for.
First, we’ve added Replay Mode! You can now save your fights and share them with the world. This was one of the most requested features, just behind the call for more weapons.
Speaking of weapons, we’ve added New Weapons! These will give you more options to take down your enemies in style.
I’m also thrilled to announce that Bonus Stage Publishing has joined me as a publisher for Gladio Mori. With their help, we’re aiming to make the game even better.
And here’s something crazy: Gladio Mori was the 3rd most played demo on Steam, just ahead of Final Fantasy XIV Online. As a solo developer, this is beyond anything I imagined, and I’m so grateful for your support.
Thank you for playing, and keep the feedback coming! The journey is just beginning.
Changelog:
You can now change your move set while in-game in multiplayer
The default AI amount changed to 1
Mouse control
Replay mode
Overhauled blood painting
Overhauled blood decals
Updated visuals for all weapons in the demo
Joining a game that is already in progress
Lobbies should no longer be filtered by region
New lobbies are "Friends Only" by default
Tweaked the strength of some joints
Remade some of the players' colliders, including the head colliders
Slight tweaks to player's muscles
Fixed an issue where a single device was registered multiple times in local play
In the spirit of our commitment to transparency and collaborative development, we have new information to share with you regarding Windstorm: The Legend of Khiimori. This month, we have prepared something very special: Our first Developer Talk video!
Since you've been curious for more detailed information and gameplay scenes for a while now, we've put together this video to discuss the art, the gameplay, and Early Access.
We published the full video on YouTube, so be sure to show your support with comments and likes so we can keep delivering awesome behind the scenes content like this!
Looking ahead to next month, we are already whipping up the next Developer Diary for you! In September's dev diary, we'll give you a bit more insight into some of the enjoyable mechanics. As always, we will be sure to include early concept art and content for you to feast your eyes on, so definitely look forward to later this month!
Join us on the ride in Early Access next year!
We had a ton of fun making this video and hope you had a ton of fun watching it! We’ll be sharing more insight and some WIP footage on our socials, so make sure to give us a follow and join the official Aesir Interactive Discord server! Please also consider Wishlisting if you have not already! 🧡
If you too want to be part of future playtests, make sure to sign up right here!
Fixed an issue in the intermediate quiz where too many hints were provided for some topics.
Adjusted the intermediate character quiz so that answers are accepted even if the character’s full name is not provided.
8月29日アップデート内容
Fixed an issue with inconsistent character name formats in the intermediate character quiz.
8月30日アップデート内容
Fixed another issue with inconsistent character name formats in the intermediate character quiz.
9月2日アップデート内容
You can now choose between sequential or random question order when adding custom quizzes. If you select random order, you can register up to 300 questions.
When adding or editing custom questions, you can now include additional information specifically for AI. If additional information is provided, the AI will prioritize this in its responses. This information can be manually updated at any time.