Happy Holiday Update!
Greetings Cryatists!
First of all, thanks to everyone that applied for the additional programmer position that we posted on October. We weren’t able to officially announce it then but so everyone else knows, we’ve gotten Nathan Lindley as one of our new programmers due to his experience in Unity and especially the NGUI toolkit.
This update will be a trimmed down version of the backer-only update on the Cryamore Kickstarter because some content in the full update may be considered spoilers for the game. For the full update, you’ll have to be a backer and check the update page on Kickstarter.
Many of you have been wondering how things are coming along with development on Cryamore as the playable build we wanted to release a few months back was delayed. Now, why has the playable build been delayed?
To put it plain and simple, at it’s current state, since we’re trying to get every single bit of the gameplay down pat, a lot of things in the game are pretty buggy. Some bosses don’t always work right, abilities still need to be tweaked, and monster AI needs to be strengthened to name a few things. We’re sure some of you wouldn’t mind playing in such a rough state but we want to make sure that what we let you, the backers, test out is as close as possible to what we envision the gameplay to be so you’ll all get a clearer idea of what Cryamore’s feel is. We still want to get a build out there for you all to finally test but we ask that you let us get as much of the playground set up before you take a swing at things.
Now, with that out of the way, let’s discuss the many changes so far that was shown in the video available for backers…
HUD REWORK
One of the more noticeable changes in the video is the new HUD. We’ve done this to be able to convey more information to the player. While it’s still being heavily polished, the CHARGE gauge will change depending on the weapon you have equipped, if you have the Butcherknife sword, you’ll see the charge gauge represented in the shape of its blade, while the Javelink spear will be slightly thinner with the nib-like spearhead at the end.
The HP and EP bars will also extend the more the maximum amount increases. Some of you may find this similar to Kingdom Hearts (or Brave Fencer Musashi).
There’s also four ability slots now. One of our biggest aims in gameplay is to make sure combat is fun, and there’s not much fun to be had when you have to constantly switch out between abilities. Before any of you say that X, Y and the trigger buttons are a horrible control setup, our programming trio are working on the function to remap controls.
The clock, and info hub still remains and will continue its purpose of showing the time, attacked enemy, HP and element along with the weather.
ROUGH SPRITES
The video also shows that we’ve started using “rougher” sprites for many of the animations. Cryamore being primarily a 2D game with 8 directions makes it so that most of our characters, NPCs, monsters and abilities need to be done in at least 3 directions: north, south and west, with east being a mirror, other times we’d need 5 directions since we include a northwest and southwest direction and the lowest we can go is an isometric 2 directions of northwest and southwest only. If you factor in the various states a character has, for example: monsters have an idle, walk, attack (sometimes two attacks) and hurt state, which all need to be animated in the required directions (either 2, 3 or 5), there’s a lot of work that needs to be done.
There’s also the rare case where a monster also requires more than just 5 directions for a special state…
That’s to be used for when monster tracks Esmy’s location throughout the arena.
Still, we’ve got more than half the monster list done already (there were a lot not featured in the video, and more than half of Esmy’s abilities are in the game now also in varying states of completion, which brings us to…
ABILITY STREAMLINING
Throughout the development of Cryamore, we’ve debated on the usefulness of certain abilities, especially when you have 72 in total. While some of the abilities Esmy can obtain prove to be very useful like the trusty ol’ “Spitfyre” projectile, other abilities end up getting shelved later on like “Torchlight”, especially when you get abilities like the Light ability “Flashlight” which has a longer range beam of light; other abilities like the Shadow element, “Reveal” end up becoming too situational also which would leave a player to keep it shelved for the most part.
We wanted to make each ability be useful and also cut down on the chaff so we decided to rework the ability list one last time.
There are now 24 abilities in total. Three for each element, split into categories of ATTACK, DEFENSE and UTILITY and along with that are 8 summons, one for each element.
While many of you may be upset at the drastic decrease in abilities, there is one caveat to this. Each of the 24 abilities now have three levels which you can unlock, increasing their effectiveness in both power and/or utility. If you consider this into the numbers, those 24 abilities end up becoming 72 with all the variations.
You can see it in action with Spitfyre now starting off with the single fireball and then changing to the triple-spread and a rapid fire. Other abilities got changed out too with Torchlight becoming Ignite and acting more as a short-ranged flame eruption and once upgraded, can be charged to release a series of eruptions and if charged further can release a larger and more powerful blast.
Abilities like Cubic Ice have been tweaked too for more combat use so it’s not just a tool to solve puzzles. Besides blocking projectiles and certain attacks, Cubic Ice once upgraded can not only be more durable and withstand more hits but also shatters into ice shards that can damage the enemy, and when fully charged becomes a cluster of cubes that shatter into ice shards.
(We go into a bit more detail on the implemented abilities and previews of them in the backer-only version on the Kickstarter page)
There are only 7 abilities left to work in and then the summons.
WEAPONS
There’s also glimpses of the new weapons in the backer-only video. So far we’ve got only two weapons left to implement but the current ones still are subject to tweaking for balance and just making sure they look as they should.
Joining the Butcherknife (Sword) is the Pizzaxe (Axe), Javelink (Spear), Matchglocks (Pistols), Megadart (Crossbow), and the Brasskickers (Knuckles).
You’ll only be able to bring one weapon with you to the field (Esmy doesn’t have a magic backpack that can store all her weapons) but you’ll be able to change them up anytime by visiting Areen the Blacksmith in Ghilcrest. Areen can also improve the capabilities of each weapon (for a price), ranging from faster meter refill, extra hits, more ammo, faster reload time, and increased knockback to name a few.
ENVIRONMENTS
Through all the videos we’ve shown, you should have noticed that we’re moving further away from the dark and gloomy Northern Caverns and showing more of Noka Island. Featured in the video were small sections of Rime Rapids, Molten Mountain, Terrestrial Woods and the Northern Overworld.
These environments are another part of what’s taking long for Cryamore to finish as the process for creating each environment has and still is quite painstaking.
Rob and Alan have gone through three iterations of the Progression spreadsheet which is, to put it in the simplest of terms, the walkthrough for Cryamore. Each ability is taken into consideration for the puzzles and with that, the order of catalysts to get to unlock each ability and making sure each catalyst can actually be obtained with the current abilities you have at that point in the game. They also have to make sure that each puzzle isn’t too difficult or too easy. Once the progression is set for a dungeon (which includes written descriptions of the area), they proceed to do a rough layout of it.
(If you have access to the spoiler-ish backer-only update in Kickstarter, we showcase a downsized version of one of the dungeon maps in the game to show how large a dungeon can be.)
After a map is laid out and considered final, Rob proceeds to do a cleaner pass at each map, doing the lines of each object and backdrop element and once this is done, it’s passed onto Fred, our background painter who proceeds to make the parts of each environment look pretty. After all that’s done, it’s then off to Unity to piece together each object and backdrop into playable form, and then colliders are applied and various other doodads like portals to link maps together, mob placement and triggers for events if needed.
These are done for all the maps and each dungeon (there are eight in total) is pretty much similar in scale to Mechanika, give or take a few areas. Then there’s the Northern and Southern Overworld areas too which are a huge set of linked maps too.
We really want to make a big enough playground for everyone and make sure that said playground looks good and feels good to play in.
With all that being said, let’s do a review of the current state of development…