One of my fondest memories of gaming as a child was getting my hands on a game's "Player's Guide". These books contained lore, teasers for future content, and fun information about a game and were a must-have for fans!
I wanted to work on recreating that feeling for Erenshor. While this book isn't as "thick" as some of the ones I remember, it's a solid 50 pages of information about Erenshor including a brief walkthrough for the tutorial and some lore drops about the game.
Snakeloop will be part of Steam Next Fest starting tomorrow.
The demo is also getting a small update, bringing a bit of QoL based on feedback and fixing a couple minor issues.
Demo Version b3 Changelog
Level Selection can now be accessed through the Pause menu or Level Complete screen.
Fixed the optimization of E01 (21 moves -> 19 moves).
Fixed the optimization of E03 (13 moves -> 12 moves).
Fixed the Levels' names not being localized.
Quite a lot of optimization on levels loading, making it 2-3x faster for huge levels. Although this isn't something that will be noticeable on any of the demo's nor the full game's levels as they remain relatively small but rather very large levels that could be created through modding. (iirc, full game's biggest level is 13x13 or 169 tiles while the optimization would only be visible upon loading that have thousands of tiles. Loading levels as big as 50x50 (2500 tiles) shouldn't cause any freeze,
Super Dungeon Designer is in Early Access now! Get your dungeons uploaded and we'll play them on stream today.
This week we'll be playing some dungeons and getting ready to push a new update tomorrow!
We stream Super Dungeon Designer every Sunday at 5:30pm PT, 8:30pm ET on Twitch and to our Steam page. Keep an eye out for these posts or info on our Discord to see when the next stream will be as the date and time is sometimes subject to change.
Give us a follow on Twitch to get notifications when we're live:
Windowkill has recently become Steam Deck Verified! I've made many changes specifically to better support Steam Deck, included in this update.
Also, today marks the one year anniversary since Windowkill's launch on Steam! Along with all the changes below, I've added a silly change to the "crown" skin for the anniversary only :)
Thanks as always for the continued support. It's always a joy seeing people playing and streaming the game. <3
New Features
Added custom asset refresh button
This will reload custom asset files in the current tab, without needing to reload the game
Added "now playing" popup when shuffle is enabled
Includes a toggle option to disable
Added "drag aid windows by center" option
When enabled, this allows moving peer and drain without needing to click on the titlebar
Added new menu window to "friend"
This allows toggling visibility, changing colors, and quitting to the title
Added a new audio visualization background type, and example background "thump"
Added challenge run icon to the in-game UI
Added "UI text scale" option
Added new "steamdeck" window theme
Added Steam Deck-specific controller input icons
Added silly anniversary-only crown change
Changes
Miasma bits no longer block player lasers
Orb Array no longer blocks player lasers
Reorganized some options
e.g. "fake windows" has moved to the top
Changed default values for backing texture color/alpha
Settings files are now split between Steam Deck and PC
Changed in-game control tooltips in some places
Fixes
Fixed coin hitbox mismatching visual when very large
Fixed coins not collecting when dashing occasionally
Fixed crash when killing miasma as another miasma is spawning
Fixed music shuffle not enabling properly on new run
Fixed visual offset for unlock notifications
Fixed music shuffle cutting songs off sometimes
Fixed double-input issue with some controllers (e.g. Steam Deck)
Fixed conflicting inputs not registering as such, occasionally
Fixed crown skin display conflicting with custom skins in menus
Welcome to the devlog of 15th week of development for Cosmic Construct. If you are following the game's progress but haven't wishlisted it on steam, I'd be interested to know how you came across it. Otherwise, you can follow more frequent updates that I post on my bluesky account.
This week has been uneventful for me, and admittedly I was a bit lazy. I got more done that I thought, especially with the structure art. I spent most of the last few days playing Tribe Nine. You're not here to hear excuses though. Lets get on to the progress that was made.
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Finish and test Totem Levels 8-10
There are 20 objectives in Totem Levels 8-10, and it got 5 of them done. I need to make sure some new structures are working before I can test out those levels and implement them fully. It almost looks like I will have to do a second pass over the entire objective list to reorganize everything.
Draw totem rank images 11-15.
Yep, this was the first thing I did at the start of the week. Actually, after doing the 11-15 images, I felt so good about it; that I also did 16-20. There are a total of 50 ranks that need totem images. They will get more extravagant and complex at each of 10 stages, with 5 images each. You can see the same element be added every 5 levels. A cloak, flower pots, obelisks, and a crown with "royal cloth". What could this mean? Who is the statue of?
Draw the Horseshoe Pit, Grinder, Orchard, Press, Market, and Scriptorium structures. This took up a bulk of the week. It was a lot more work than I initially predicted. Over 150 frames needed to be drawn, which was very time consuming. As well as planning for the market, which itself took almost an entire workday to figure out. The result in my opinion was worth it.
From top to bottom, left to right.
The Grinder, which has a gear and material dumping animation. I honestly just winged what I thought a grinder looked like in my head. I think it turned out okay. Put little safety signs on the side for worldbuilding purposes. The Grinder will skip crafting steps, turning larger products into their base ground counterparts at half the speed. So instead of using the Metate to turn stone to gravel to sand for glass. The Grinder turns stone into sand, in 1.5 seconds instead of 6.
Next is the Orchard, which passively produces berries and other fruits. Getting it to look how I want, and match up with the Arboretum amounted to just cutting the Arboretum building in half and redrawing it. The Arboretum has trees behind it which, are already drawn. However, there aren't that many variations of the domesticated berry bushes. So I just duplicated the rendering of bushes a bunch of times.
The Scriptorium I wanted to look like Tailor, as will all of the "business buildings". This is so that the player can build a row of structures and construct city streets with decor parts when I work on those much later in development. Making the sizes of the buildings uniform in style, size, and color is important. The Scriptorium turns blank books into written books, and passively produces Research. To construct a Library will need to write enough books to populate the library when they construct it.
Next is the press, which produces twice as much liquid from materials. Instead of getting 1 Linseed Oil like you do at a Metate, you will get 2. It can press berries into juice.
Then there is the Horseshoe Pit, where pawns can play throwing games. Which will improve the Leisure mood. It doesn't really have any other purpose than teaching how to take care of the Leisure mood. Other buildings will provide Leisure when visited. Some decor objects will also restore a pawn's leisure.
Finally we have the Market. This took up a significant amount of my art time. As you can probably tell. I make a procedural generator for market stalls. Each shows variations of items and displays. The cloth roof can have patterns as you can see. I find it interesting that the blue with yellow chevron appeared right next to each other. It's like a 1 in 245 chance of happening.
Anyhow, these Markets will be the access point to the Market UI, which will allow currency to be exchanged for items of its tier. This is what the copper, silver, and gold coins will be used for. A single market will allow this UI to be accessed, but each additional market produces passive income.
Add garrisoning for the new structures.
The Market , Orchard, and Scriptorium all need to be occupied by a pawn to function. The pawns can occupy the new structures, but they currently don't produce resources, and don't have the correct job assignments; such as Author. The Market also needs to have a UI made specifically for it.
Test implementation of player and pawn needs (If I have time.)
Draw additional structures. (If I have time.)
Neither of these were done, as I "didn't have time".
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No extra work was done this week.
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This week is going to be a little different to prior weeks. Because of the shorter month, I'm going to have a shorter week. Due to late devlog posts. I figured I would use this shorter week to do something I've been neglecting to do over the last few months.
Marketing.
This week will be a marketing week. During this week I will be promoting Cosmic Construct in the places I can, and prepare materials for publications. Here is what needs to get done for this week.
+ Prepare a Press Kit (priority task)
+ Prepare a slightly better Steam trailer.
+ Communicate with publications and get articles up where I can.
+ Review, reorder, and streamline the objectives list to teach concepts earlier. Then finish Ranks 8-10.
+ Additional structure art. (Maybe. We'll see)
Thank you for reading this post and following Cosmic Construct's progress.
Just now, we made some updates to the game. The content of this gameplay update is:
Now when aiming, you can use the mouse wheel to make fine adjustments to the left and right. This will make the operation more accurate and easier to aim. (Thanks to 游戏玩家, ZBW for the suggestion)
Optimize the chance of revolver and reduce the situation where the player is always dead in first shot.
Thank you for your support. If you have any comments or suggestions, please contact us at wavebox66@gmail.com!
Hey folks, the demo for Zombieville USA 3D has been live for a couple weeks now. I really appreciate that so many of you have checked it out and given your feedback, and helped track down a couple bugs.
Steam Next Fest begins Feb 24th, and the Zombieville demo will be participating. To celebrate, I've added a couple small features to the demo:
Two additional characters are playable in the demo - the Goth, and the Chef!
A new weapon has been added to the game - Med Kits! These occupy one of your weapon slots, and can be used on demand for a bit of healing. Like other weapons, they can be found randomly in the city or purchased from the armory.
If you've already checked out the demo, give it another spin during Next Fest and try out these new features. And of course, I hope you'll pick up the full version on March 7th!