#keeping the tag posts on my dash is the tumblr equivalent of me gathering them in a jar and observing them through the glass
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zoophagist · 1 year ago
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ooc;; apparently it's dracfield week (a thing i didn't know exists) and i follow the renfield tag so my dash is just spiced up every so often with dracfield horny and man let me tell u pre-renfield 2023 me would never have believed i'd live to see this day... now that i'm here i'm mostly just bewildered
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cryamore · 7 years ago
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MINI UPDATE PART 1: Backer-only Discord Server Questions
Mirroring a recent Kickstarter update over here on Tumblr to try and keep all the social outlets up to date.
This has to be split into two parts because Tumblr only allows five embedded videos per post.
Thanks for everyone’s comments and support on the previous Kickstarter backer only update! A good number of people have joined the Cryamore Backer Discord server that I started up.
We’ve got about 132 members on there right now and it may grow a bit more once I send out the invite to the Paypal backers as a means to get them caught up with what’s been going on behind the backer-only posts. I just have to mirror the backer-only posts in somewhere like Dropbox for their prolonged perusal and prepare a short list of Q&A in case they have any queries and I’ll send out this draft I’ve done.
With that said, I wanted to make a short update reiterating questions gathered from the Discord channels and sharing some of the things we feel we can have non-backers see since it won’t spoil the game... too much.
FoolishWolf asked: I guess my first question is if it is possible to give an ETA on the project at this point?
Rob: We want to be finished this year. We're currently in the "Polish" phase where all the moving and working parts are in, it's just a matter of cleaning up presentation, major bugs, and final art.
Alan: There are going to be gameplay polishes too as we go along. The mechanics we've got are now all adjusted to any suggestions we've taken in from our publisher's testing but we'd like to see if during the backer tests, anyone feels it could be improved further.
That's fair. I guess this is just the marketer in me, but is there gifs and videos that maybe you can release for the community for #Indiedevhour and #screenshotsaturday that we share around. Kinda get the hype train going?
Rob: We want to get back into doing more of that, yeah. Now that we're polishing stuff up.
Alan: We'll be sharing stuff as often as we can on Discord which we'll then pool together for the mini updates.
Clay | Terminally Nerdy asked:
Once the game is in a “playable” preview state, would you all want someone to stream/talk about it?
We’re absolutely okay with it as this would help reinforce the fact that the game is legit. We’ll make sure to mark which builds are public ready.
Can you get Atlus to port the Persona series to PC, and will Jack Frost be in the game?
We sadly don’t have that kind of pull but I personally would like to see the Persona series on PC too.
Phosphatide asked:
How close is it to the proposed "40+ tracks" from the Kickstarter?
We’re pretty much within the forty track count already. I’ll share surasshu’s answer here as it’s better to hear it from one of our composers.
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here's a link to a larger version (just adjust the zoom) in case Kickstarter decides to shrink the whole thing to an unreadable point.
fpwong asked:
What do ppl usually use for programming AI in Unity? UE4 has inbuilt behaviour trees but idk if unity has anything of the sort.
Alan: We’re not sure about other people using Unity but for us, we’ve been using a mix of C# and FlowCanvas/NodeCanvas to achieve an easily tweakable AI system. It’s the same thing we used to set up our cutscene/dialogue system too, so it’s multipurpose!
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Rob: This video is quite outdated though; It’s mostly the dialogue on example there and a few older bugs but that shows how the dialogue tree is set up, how it can control objects to walk away from the scene, change sprites and more.
Brendan (luigimeistersa) asked:
Hey dev guys. Does Cryamore have any kind of buffs you can apply to Esmy?
Alan: We sadly don’t have much in way of buff abilities besides things like Oxy Barrier which provide you with a protective bubble and allow you to breathe underwater or other abilities like Time Paradox and Shadow Cloak. You do get a Well Rested buff though from sleeping at the inn though and the buff comes at various tiers.
Can you bind them (abilities) to the row of number keys on PC?
Alan: We're using Rewired for Unity to support keybinding and a variety of controllers (here's a list) so you should be able to rebind controls to any key you wish on a desktop keyboard.
Rob: Controllers may be more limited for keybinding in comparison, however.
AreYouSmarterThanACheeseGrater asked:
So, how are you going to work sleeping? Will time advance a set number of hours or will time progress to the next morning/evening?
Alan: Here’s an excerpt from our design document to easily explain how sleeping works.
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Take note, costs are subject to change but sleeping in specific beds advances time by a set amount and you get better rest in a shorter amount of time from the more expensive rooms at the inn (to be fully rested and free from fatigue for a day in just two hours would be amazing). You do have the option to be cheap and just sleep in your own bed but you use up more time in a day.
Downing energy drinks is a way to stay awake without having to sleep but you can only carry so much and it won't fully restore your fatigue and you'll eventually find yourself sleeping on the ground, helpless against any threats around you.
shadowreaper5 asked: Are you still looking for help? I can't draw or code, but if you need someone to poke every corner for bugs I'm your man
We'll put out a public call for assistants when there's nothing else left but the art polish push, there's a bit of design polish that Rob and I still have to work on here and there but when the backgrounds and pixel tracing are all that's left, we're hoping we get many applicants that're willing to stick through.
As for poking every corner for bugs, I've currently given 13 members on the Backer Discord @tester status. Having them on Discord will help us all communicate as they run the builds. I expect we're going to have a few questions of why the game won't start when loading a save (recurring bug that happened in old builds regarding data from a previous build being kept in the %appdata% folder on Windows systems and conflicting with the new build)
Does your [insert magic equivalent here] regenerate quicker if you sleep in a bed/inn?
Alan: In our aim to nail down the fun factor without sacrificing too much of the original vision, we decided to make EP regenerate automatically.
You should see it in action in this older stress test video that Rob shared on the Discord server.
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As you can see, the blue meter to the lower left goes down each time Esmy uses a skill. The meter is actually comprised of a number of cells but displays as a meter, the cell count is shown to the right of the meter as EP <number>. Each ability eats a number of cells, i.e. an ability like Ignite Lv1 costs = 1 cell but Shadow Cloak of any level will use = 4 cells. A channeled ability like Boulder Dash will eat up a cell every second.
Cells can be increased by finding certain collectibles in the game.
Rob: You can also see in the video above that even in-editor, the game runs pretty smoothly (60FPS+) with 8 monsters and numerous adds it summons.
Alan: I've personally tried it on my own PC with a 1GB video card from 7 years ago and it runs fine in-editor and runs even better on a compiled build.
lemon-rev asked: With your post regarding the update, I can now fully understand why the game looks at is base level, playtime on each of those levels sounds great, but are they leveling, completing quests, just beating up mobs, I am sure each of those other sections that have to be redone for unity as well as the type of content for each one.
Some context is necessary here for the non-backers reading this. During the previous backer update, I mentioned the listed completion times we got for each dungeon when we had testers run through it, here are those numbers...
Northern Caverns v1 Build: 20-30 minutes
Rime Rapids v1 Build: 30-40 minutes
Molten Mountain v1 Build: 30-40 minutes
Terrestrial Woods v1 Build: 40-60 minutes  
Vale of Gale v1 Build: 40-60 minutes  
Sunken Ship v2 Build: 40-120 minutes
Mekanika v2 Build: 40-120 minutes
Phantom Marshes v2 Build: 40-120 minutes
The v1 builds were before I ran a level design revamp over the layouts so those numbers can go up. All in all though, that's currently around 4.6 hours worth of dungeon crawling (and there's one dungeon unaccounted for still).
With that bit of context given, to fully answer lemon-rev's question, take note, these are all approximate numbers as there was a guide provided for the publisher testers to consult and these numbers also DO NOT include boss fights, cutscenes or enemy ambushes. There's also the time required to head out into the overworld and look for and access those dungeons so we estimate that we could hit 12 hours at the very least of regular gameplay without completing any sidequests and hopefully 16-18 hours if you try to 100% the whole game.
sky asked: Is Linux still planned?
Yes! This is also why we're going to have to reach out to our backers for testing assistance as we've only been able to test on PC and Mac so far and do not have much if any Linux testbeds.
We've had a number of people on the Discord server that I've tagged as willing testers and we look forward to working with them soon!
CONTINUED IN PART 2
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