This might be the wildest playlist in the history of The Crew Motorfest. Drive a motorcross bike on water. Leap over an F1 car in the middle of a town. Every Red Bull vehicle is as crazy as the event itself.
The playground is also a lot bigger this time. It's the entire island of Maui.
Get the Year 2 Pass and unlock the exclusive Chase Squad Playlist, as well as 7 new Chase Squad vehicles and 13 new cars via monthly drops. Sideswipe cars, ignore traffic lights, and take down your street-racing rivals in an open-world faceoff with no rules!
Hello, survivors! Until the end of this week, you will receive 50% more reputation in all battles. Want to achieve certain reputation levels with factions and unlock new parts? Want to save up more stabilizers for upgrades, unlock them or trade them during the upgrade removal promotions? Now’s the best time to do it!
The special will be available from 12:00 GMT on May 7 until 23:59 GMT on May 11
Today marks the first time I’m sharing a bit about the game’s mechanics, so I thought I’d start from the very beginning, with the main game idea and the first enemy type I implemented: Goblins!
The Theme and the Idea
When I first came up with "Will The King Escape?", I was partecipating in the Godot Wild Jam #66. I had a few days to create a short game and there was a main theme to follow, along with optional “wildcards” suggesting mechanics to include.
The main theme was "escape", which later inspired the game's title and the gameplay loop, and one of the wildcard mechanics was "sunlight". That optional card immediately got me thinking about a system that would encourage more interaction between the player and the environment.
The only problem? I didn’t have a game yet to build that mechanic into!
The Game and the Goblins Origin
I decided to create a turn-based system where both the player and the enemies take 1 turn to move. The peculiarity was that enemies follow predefined paths, acting as obstacles to the player escape. This made level complexity emerge naturally from the number and placement of enemies, and since their path was predetermined, it was like a pathfinding puzzle!
To add an extra level of difficulty, I've also added a turn limit in which the King is forced to reach the stairs. This way the player must carefully think about every action, in order to make the best of each turn.
The First Invaders
The first enemies I designed and implemented were Goblins. As an avid fantasy fan, it just felt instinctive! They also happened to match well with the Tower tileset I had created, which is designed on a small 32x32 pixel grid. Since goblins are typically small creatures, they fit perfectly within that scale.
The Sunlight
The sunlight mechanic came shortly after: opening windows to stun or block enemies, creating opportunities for the player to forge new, previously hidden, paths.
To make this interaction clearer, I visually linked the windows with bright yellow (an infamous color that unironically fits the game very well) cords to help the connection stand out.
However, after testing some levels, I realized that sunlight could be a double-edged sword: sometimes players could accidentally trap themselves! So in later levels, for example, I added scenarios where you need to close windows instead, in order to reopen a viable escape path. It added a simple and nice layer of puzzle-solving.
Also, to introduce the player to the mechanic in a way that felt more organic, I've decided to create a few levels with very simple windows, which are always open (in other words: these don't have a curtain).
There are more sunlight-related mechanics in the game (as you may have seen in the trailer or read about on the Steam page), but since they involve other enemies in the Tower, I’ll cover those in future devblogs. So if you enjoy behind the scenes insights, be sure not to miss any updates! (Shameless self-promotion: complete.)
What about the Story of these Goblins?
If you're curious about the Goblins themselves, their background and quirky habits (which influenced their design), make sure to check out Saturday’s post! I’ll be sharing their territory map and I'll dive into their culture, including why they really can’t stand the sun!
I've added an anti flicker feature in the options for Orbs Orbs Orbs. In the options menu you can now select Anti Flicker and it will stop the orbs from dazzling the player by adding a plain grey background. This way anyone who suffers from bright flickering lights can still enjoy Orbs Orbs Orbs.
Hey! Yarden GRIME director here. Last Diary I talked about Health Wards and how you would obtain new Molds, Creature Molds specifically.
The Molds are cast using a Paint resources gained from attacking enemies, and scale with attributes to become a part of the many different possible builds.
Some Molds can be sent forward for quick, ranged attacks...
Some Molds will have you become them for a powerful attack, or flurry of attacks. Somewhat like Black Myth: Wukong.
Other Molds can offer powerful utility, apply debuffs, launch enemies, and more...
But there is another kind of Molds... Item Molds. Their goal is to hopefully prevent hoarding behavior (which I am also guilty of), while also replacing the disappointing tedium of finding single use consumables that you'll hardly ever use.
But more on that on the next Dev Diary...
Until then, a reminder that we post WEEKLY updates to our Social Media (Links at the bottom of the post). Here is an example of one showing some of the new outfits:
Hey! Yarden GRIME director here. Last Diary I talked about Health Wards and how you would obtain new Molds, Enemy Molds specifically.
The Molds are cast using a Paint resources gained from attacking enemies, and scale with attributes to become a part of the many different possible builds.
Some Molds can be sent forward for quick, ranged attacks...
Some Molds will have you become them for a powerful attack, or flurry of attacks. Somewhat like Black Myth: Wukong.
Other Molds can offer powerful utility, apply debuffs, launch enemies, and more...
But there is another kind of Molds... Item Molds. Their goal is to hopefully prevent hoarding behavior (which I am also guilty of), while also replacing the disappointing tedium of finding single use consumables that you'll hardly ever use.
But more on that on the next Dev Diary...
Until then, a reminder that we post WEEKLY updates to our Social Media (Links at the bottom of the post). Here is an example of one showing some of the new outfits:
We have released a hotfix since the release of Update 2: Galactic Commerce that was released yesterday, May 6th.
Read the full list of fixes below:
Updated Russian voice lines
Fixed an error that could cause foundry to get stuck on a black screen on launch(if you still have this happen to you, please check your antivirus settings and please let us know which antivirus you use so we can add Foundry to their list of exemptions)
Fixed an error that could occur when clicking buttons during galaxy generation
Fixed a hang that could occur if you built a loop out of your conveyors
Fixed issue where certain planets could be generated with no demands
Fix for character color change not working
Fixed an issue where the company rank requirements wasn't being properly set when using the spanish(latin american) localization
Fixed an error that would prevent you from deleting a legacy_update_1 save file if you first tried to load it
Fixed an error that could occur if you clicked to delete a file and then clicked to load a file without closing the delete popup
Fixed error that could occur when disabling desync debug data
Fixed desync that could occur when bulk demolishing objects
Removed company rank requirement for Science Pack 2
Fixed desync that could occur when unlocking ships
Fixed save files that have planets with no competitors assigned to them