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Been working hard lately on the next big patch for Uagi and I wanted to run some things by everyone. This is not really a patch post but an announcement to discuss the plans for Uagi in the next few months, a road map some would call it.
My current goal is to release Uagi into Steam Full Access November 30th, this may still change but I am pretty set on this goal. Very excited.
The next big patch will be released either mid or end October depending on how things go. I also plan to do a second patch a couple weeks before full release, this will include the final end game content and should be rolling in mid November.
Uagi-Saba has now officially been in development 894 Days (2.4) years.
Uagi On Steam
For those who don't know I stream development of Uagi daily on Twitch. Stop by sometime to see the inner workings of Uagi, don't be afraid to say hello! https://www.twitch.tv/undergroundies
Upcoming Patch Content
I really want to take my time with this one so I can squeeze in a lot of new content. The next patch will be an optional update for the player and will include the following.
New And Improved Body Part Color System
Previously Mystics had three color genes that determined their overall skin pigment (covering the whole body). Now with the use of a helpful extension I am able to color individual body parts! This is something I have wanted since the start of development. Now each body part has it's own three unique color genes that determine its color. This makes for some pretty amazing color combinations and every player is guaranteed to have a completely unique mystic.
New Room Biomes
I will be introducing new room biomes with the next patch. Chiseled stones and vines make up this lovely new set of rooms. These will have their own unique set of object spawns.
Balance Of Resource Management And Creature Care
Resource management has started to become a bit more important than creature breeding in terms of balance. Uagi-Saba is a creature breeding game and I want it to feel more that way. some have said there is too much running around/busy work and that leaves less time for breeding and other things. I completely agree and I'm working on making changes to help with this. Though I still want there to be a challenge I don't want it too hard to hatch a few mystics and have a good time without stressing about resources and timers too much.
New Mystic Skill System
The player will be able to teach each of their mystics one of three skills depending on if mystics have the required stats. The skills are "Smash", "Repair" and "Decipher" and all will be needed to proceed to end game. Though the next patch will not have the game ending the player will still be able to teach and use skills.
Other Notable Changes
-Improved and expanded tutorial.
-New Mystic body parts.
-Balance changes to resources and other game mechanics.
-More lore, computer logs and more to read.
-A variety of new cave plants will be added in the next patch, more life and movement to sanctuary.
22.214.171.124. Patch List Below
-Re-arranged the main player HUD a tad.
-Fixed bug crash involving the new furnace buttons.
-Removed old temp system.
-Furnaces now only have one temperature stage.
-Removed Kelvin from the HUD.
-The change in temperature per cycle is now displayed on the HUD.
-Added three new back pieces to the gene pool, two from the beast family and one from the material family.
-Two of the three new back pieces are only available through breeding with wild mystics, I have made more of the back pieces now available to default mystics.
-Added new buttons to the build menu. Button on far left now opens skills when pressed.
-Pressing "Q" now opens and closes skills.
-Though I have added new skill buttons they have all been turned off until next patch, come next patch they will all be usable.
-Fixed problem where eggs created through breeding would sometimes destroy egg pedestals.
On August 1st Uagi-Saba, the newest in creature breeding and genetics released onto Steam EA.
Uagi-Saba On Steam
Daily Uagi-Saba Development On Twitch
Here is a list of all three major patches including notes that were made post-launch. Enjoy
Post Launch Patch 3 126.96.36.199 8/8/2018
Been crunching hard the past couple days to get through all of the bugs. I have changed many things based on player feedback as well. Some of the main issues were still some major bugs but many players were having a hard time finding enough of certain resources etc. I have made a few tweaks to balance and object spawn rates. Players have also been having a hard time understanding mechanics due to me not providing enough information, to help with this I have added more bits of info here and there within the tutorial and HUB info screens. Another major addition is the color changes to temp text in the UI. The text will now change color based on the temp in sanctuary, this should better help the player visually understand safe and stable temp levels.
We have gotten through most of the major bugs and Uagi is now pretty stable. I can really start to concentrate on more player feedback and new content. I cannot guarantee it but the next patch should be on a different branch, so the player can choose whether or not to update.
I know balancing is not yet perfect, that will take a while to tweak. I will continue to make patches and things should get smoother. I hope these changes will make your Uagi experience a bit more enjoyable. UG
Stone piles now give larger amounts of stone when harvested.
Fixed problem where one of the tutorial boxes at the tutorials start was being skipped. The one covering harvesting resources (stone, mushrooms etc.).
Junk piles now have a chance to give out multiple resources, including more stone.
Adult mystics now generate 5 essence instead of 10, baby mystics now generate 2 essence instead of 5.
Water pools now generate less water per cycle.
Fixed problem where player could drag camera while HUB menu screen was open.
Changed the spawn position of the HUB screen tutorial box, also fixed problem where player could not close it by clicking the "x" close button.
Fixed problem where intro crystal text would still show if player opened the HUB screen.
Added click sounds when player uses mouse wheel up/down when in the controls sections or options section of the in game menu.
Completely re-worked the in game main menu screens. Fixed all of the bugs involving closing menus, switching screens etc. and no more overlapping click sounds.
The player can now close the in game main menu screens using mouse wheel up/down, middle mouse, the movement keys and the right mouse button.
The temp text in the upper right HUD will now change color based on the temp in sanctuary.
Blue "Cold" Green "Stable" Orange "Hot" Red "Very Hot". This should make it easier visually for the player.
Title screen music now fades in properly.
The Main Menu screen can now be opened AND closed using the menu button bottom right.
Can now close the HUB menu with RIGHT MOUSE.
Can now close lore book text boxes with right mouse.
There were problems with many buttons/objects not destroying correctly while using AZERTY mode. Fixed most of the issues involving this.
When using mouse wheel to zoom in mouse now stays centered to location zoomed in on.
The lore cost of the ASDS module upgrade has been increased from 100 to 250.
Cleaned up the title screen a bit.
Added new background sound effects.
Fixed problem where player could open recycle button if right clicking out of the main menu.
Post Launch Patch Notes 2 188.8.131.52
Past few days have been a bit crazy, all of the feedback and bug reports have been wonderful. Uagi is already on the path to becoming a more solid game. Many problems have been fixed with this patch including the major problem with save games not registering . I know the patching has been a bit heavy but soon patches should become less frequent. Sorry for any Inconvenience.
Regarding Furnaces And Temps
Lately it seems players have been having a hard time keeping their temp in sanctuary balanced. Let me go over a few things. Each room in sanctuary will generate a small amount of "cold". The more rooms you have in sanctuary the more cold your temps will stay. Having furnaces in your sanctuary will help raise your temps. Each furnace has three heat levels. Level 1 (10 and under) Level 2 ( above ten below 20) Level 3 (above 20). The higher the level the more heat produced. To add fuel to a furnace press LEFT MOUSE, to remove fuel RIGHT MOUSE. The temp of sanctuary will stay around it's default temp of 34 degrees F if sanctuary has no heat. A healthy temp range is 65-94 degrees F. I have also made some slight changes to heat output for furnaces, this should help a bit too. Keeping your temps balanced can take some practice. Keep and eye on your temp and adjuest heat levels accordingly, if your current furnaces can't keep up build a couple more. Hope this helps.
Remember, the "lore and other info" section of the HUB screen (computer) is your friend, most everything Uagi can be found here.
fixed spelling errors in story screens.
Fixed problem where HUB screen would open and camera would keep moving if player pressed hub open button (bottom right) while moving the camera.
Fixed problem where options menu would open and camera would keep moving if player pressed options open button (bottom right) while moving the camera.
For some reason I had the forges which are used to make alloy cost alloy to build. This made it impossible to build them. Changed the cost to 100 energy and 25 scrap, removed the alloy cost.
Fixed problem where destroyed furnaces would leave behind their recycle control object. Causing recycle buttons to appear later if right clicked.
Re-did egg health boxes, they are a bit darker now so text inside is easier to read. I have also added custom green and red used buy the text to show high and low health.
Fixed issue where if player pressed the "P" key while entering a mystics name game would pause.
Had a problem where sometimes saves would not save, this should be fixed.
Dig site boxes now have a chance to give ore.
Fixed problem where dig site boxes would harvest automatically even if "junk runners" was not yet unlocked.
Fixed problem where dig site boxes were crashing the game if "junk runners" was unlocked.
Fixed issue where in game menu would appear if player pressed the escape key to exit out of the HUB screen.
Fixed problem with overlapping click sounds opening and closing menus and build buttons.
Fixed problem where pressing the options menu button with room build buttons and floor build buttons still open wouldn't destroy them properly.
Fixed problem where player could click on a room renovation button while HUB menu was open.
Player can now hold shift while using wasd to move camera to move it around faster than normal speed. This can also be done using drag camera.
Much harder to get wild mystic rooms now.
Added small note about the mystic word list in the wrong command response for the mystic HUD
Fixed problem where offspring egg would crash if original parents were dead, this had to do with the generation variable not being passed on correctly through the womb.
The backspace key will not cancel a breed if gene packets are visible and player decides to not go through with breed.
Fixed problem where the exit button for the in game menu would stop working after clicking out of "options" or "controls"
Hotfix Patch 1 Post Launch 184.108.40.206
Fixed problem where using middle mouse to move cam would not destroy interact objects in the mystic HUD, later causing a possible crash.
Fixed problem where renovating a room into a dig site with a furnace in it would destroy all other furnaces.
Tutorial boxes now stick around a bit longer before disappearing.
Temp will no longer go above 300.
UG here with another blog entry/patch notes post! It is indeed an exciting time, we have less than a month left till we release onto Steam. Uagi-Saba the newest in creature breeding and genetics officially releases into Early Access August 1st 2018.
Uagi-Saba On Steam
(Edit 7/10/2018) New hot fix lists have been added at the bottom, a total of four hot fix patches have been made since the 220.127.116.11 build went live. We are now officially on build 18.104.22.168 and pretty stable. Thanks to all of the beta testers for your help.
This is a big patch with a bunch of new content and fixes, some areas have had some big improvements. I will go over some of the bigger changes and the rest can be found in the patch list at the bottom.
Three new room types and two new modules have been added to the game. The Gen Room (brings in large amounts of energy) and the Mushroom Farm (large scale mushroom grow operation). The Shrine module (generates lore) and the A.S.D.S. (automatically feeds and waters your mystics).
The Wild Mystic Room is a new room that has a chance to appear after you have charged enough empty rooms. When it appears it will automatically spawn a special egg, if you are able to hatch it you will spawn a wild mystic! Wild mystics have access to very rare genes, genes that are only available to them. Breed a wild mystic with one of your own to bring these rare genes into your pool.
The mutation system has been completely re-worked with the new Wild Mystic Room in mind. Default mystics will have access to most of the basic body part genes. More genes will become available through mutations based on how many generations the mystic has gone through.
The speech system has been drastically improved, a variety of new phrases and words have been added. 40 plus words, and many phrases related to hunger, thirst, loneliness etc.
The camera can now be moved by clicking the edges of the screen, this is still a little buggy.
Some rooms, entities and modules now have a new Synergy mechanic. Some examples… Placing essence generators close to each or will bring bonuses to energy harvest. Lore keepers close to a study will bring in extra lore. This is still a new mechanic and I plan to add other bonuses soon.
I have completely re-designed most of the mystic lower arms, they have a new “naked” look which I think will leave the door open to some interesting new skin patterns and colors in the future.
Things I know of that have yet to be added…
-A pause function.
-Alarms for dig sites.
-Lore books are now out of date and need to be revised.
-The gene pool and achievements buttons in the HUB screen cannot be pressed, these will be implemented soon.
The rough patch note list is below, some things already covered above are also on the list.
Patch Note List 22.214.171.124 7/2/2018
-Added synergy mechanic for the essence gen and essence extractor, the closer they are to similar modules or rooms the more resources they will generate.
-Added synergy for lore keepers, lore keepers close to studies will generate slightly more lore.
-Bond must now be high enough to interact.
-Added a variety of colorful crystal props.
-Intelligence needs to be high enough to interact.
-Added intro story screen with story, player can click through text to skip.
-Added two new modules, the ASDS and the small shrine.
-Added two new room types, the mushroom farm and the generator room.
-Added new words for mystics to learn, total of 40 words.
-Added new creature speech responses.
-Added new Mystic body parts.
-Fixed bug where player could not charge nearby rooms after new rooms were built or charged.
-Fixed problem with water pump building anywhere regardless of water source being close enough.
-Fixed problem where bond meter would increase after pressing the interact button, now it only increases if the mystic successfully learns the word.
-Fixed problems with build button “locked” text and “not enough resources” text not appearing or causing crash.
-The gen table now includes a color mutations stat and a body mutations stat. If your mystic has a mutation through breeding it will show up here as an increase.
Hot Fixes 1 126.96.36.199 7/3/2018
-Added middle mouse cam drag, this is just a test. Still very sensitive and is based on mouse sensitivity . (Edit) This has been fixed, with help from a few of our UG fams we now have a very smooth cam drag. Removed old cam movement buttons from screen edges.
-Fixed bug where giant arrow button would appear when a ferm tank would be recycled.
-Player will now be refunded half of what they paid for modules when a room Is renovated.
-Fixed problem where certain objects would give the player guardian rating points if they were destroyed during room renovations.
-Fixed problem with mushroom spore visibility.
-Fixed problem with the disappearing furnace.
-Added an object that controls the deactivation of certain objects outside of the view, hopefully this helps with some of the frame rate issues.
-Fixed problem where crystals, the a.s.d.s module and shrine module wouldn’t disappear when a room was renovated.
Hot Fixes 2 188.8.131.52 7/5/2018
-Player can now properly zoom in and out while moving.
-Fixed problem with build menu buttons being destroyed or were not following view correctly.
-Fixed problem where camera would keep moving if a movement key was pressed while pressing the escape key to open pause menu.
-Fixed problem where dwelling room would appear larger than other rooms when fully zoomed out playing in 1600 resolution.
-Fixed problem where room sprites would overlap while fully zoomed out playing in 1600 resolution.
-Fixed problem where charge button would show up above over main pause menu.
-Fixed problem where mushrooms and mushroom spores would not destroy if a mushroom garden was recycled.
Hot Fixes 3 184.108.40.206 7/8/2018
-Fixed problem with mushroom gardens creating two mushrooms.
-Fixed problem where recycling a furnace would leave it’s button behind.
-Fixed problem where player would have to click gen table twice to get it to register. Fixed problems with player being stuck on gen table screen and not being able to move cam.
-Fixed problem where on of the furnace spites was causing extreme lag.
-Fixed problem where player clicking the mystic name card would create multiple mystic text object.
-Fixed problem with player being able to drag camera while in the mystic/inhab hud screens.
-Fixed problem with tut button not disappearing when pressing escape in the HUB screen.
-Drag speed for camera is now faster when fully zoomed out in mini map mode.
-Fixed typos in tut start.
-Fixed problem where “cannot breed” text would appear if right clicking near baby mystic.
-Completely re-worked the ini file system. Options like windowed mode and sound volume will now save correctly and when player loads back in later they will be the same as the player left them on exit.
-Fixed problem with game crashing when player tried to load a game if save file does not exist.
-Fixed problem with sound volume being much loader when a game was loaded.
-Pressing the escape key during the story screen skips to the title screen.
Hot Fixes 4 220.127.116.11 7/10/2018
-There were still problems with sound volume loading incorrectly, fixed this.
-Added windowed/fullscreen buttons to the in-game options screen.
-Fixed problem with smog vent cost text drawing at the incorrect position while in 1600 resolution.
-Fixed problem where player could click on charge button while in mini map view.
-Fixed problem where player could click on inhab with mini map open.
-All in game menu screens now destroy accordingly using middle mouse, movement keys or mouse wheel.
-Fixed problem where player could still click on build nodes while in the main in-game menu.
Now that we are through that here is some more useful info/social media etc.
The beta testers will be receiving their keys today fore the next round of testing. Keys for streamers, you tubers and other media coverage will be given out July 20th. If interested please get in contact with me.
I live stream development of Uagi daily on Twitch, feel free to drop by if you are interested.
UG's Home Base
UG On Twitch
UG On Twitter
It’s been a very long while since I have posted anything about my projects here on GameDev.net. My newest project Uagi-Saba is finally ready to show it's face blog wise. Uagi-Saba has been in development for two years, created in Game Maker Studio 1.4 It will be released on Steam late 2018. I hope you enjoy the first Dev.net blog post for Uagi. Thanks for reading. UG
Original Mystic Concepts
One of the first projects I ever blogged about on GameDev.net was The Underlings, a game about raising creatures from eggs and growing plants to feed them. That was a few years ago and at the time I was not skilled enough in Game Maker to have any creature breeding or genetics in the game, which I wanted to have pretty bad. Now years later and I am back on the Dream of making a true creature breeding simulator with realistic genes, traits and mutations. For those not familiar with Uagi, it's a creature breeding simulator that takes place deep underground in a magical place called sanctuary. Raise creatures called Mystics all with their own genes and stats that determine body parts, skin pigment, and traits. Harvest resources, build rooms, and expand to create the perfect sanctuary for your mystics.
As of a couple days ago the interact button is being re-worked. I'm experimenting with a new speech system for the mystics they have a list of known words based on their intelligence genes. Mystics will not be able to talk with a string sentence put together by words that they know from their word list. The words appear jumbled at first and the player will not be able to understand but later after teaching the mystic words sentences become more legible. Now the interact button can be used to teach words to mystics! This is still very experimental and won't show up until the next patch but I wanted to cover it a bit today in the blog. I believe this will further help to establish a bond between player and creature.
The Next 1-2 Weeks
New oven module for baking essence cakes.
Making changes to the mystic feeding system based on essence cakes.
New Mystic Body Parts
Junk piles for side walls and ceiling.
Story screen art
I will be posting Dev Blogs for Uagi here every 1-2 weeks and will be including all recent patch notes.
Since Uagi's start I have streamed it's development live on Twitch, I wanted to build a community for Uagi early and it ended up working out nicely. I have made many great friends along the way, looking forward to another year with Uagi on Twitch. You can follow the Uagi-Saba development live on Twitch at https://www.twitch.tv/undergroundies
Patch Notes 0.0.1.0
-Added tutorial walk through at new game start, asks player yes, no.
-Came movement fixed.
-Small Tut boxes now scale with the view and appear below the HUD.
-Large tut boxes now scale with the view and appear center screen.
-Build menus have been re-worked and re positioned.
-When player clicks on a build node, or upgrade arrow the build window now appears bottom right and does not effect camera.
-Camera no longer moves when player clicks on a lore book, build node, upgrade arrows or tut bubbles.
-New section of on screen HUD added, three buttons bottom right. Pause, HUB computer and options.
-Mushroom hit boxes have been tweaked.
-Title screen music added.
-Holo projector added to top of HUB computer.
-Paper background look added to artifact text boxes, lore text boxes and build menus.
-All artifact, room, and module cost box sketches have been re inked and colored.
Good News! Trigger Saint is now on Steam Greenlight! come on by and cast your vote!
It's been a while since I have made a post here about Trigger Saint so I thought it was about time for some updates, Trigger Saint is looking better than ever and has lot's of new changes.I have included a new Trigger Saint trailer some new sreenshots, a picture of the updated title screen and a load of patch notes!
[color=rgb(0,0,0)][font='Trebuchet MS']Enjoy And Happy Holidays![/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']New Trigger Saint Trailer[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']New Title Screen[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS'][color=rgb(34,34,34)][font='Helvetica Neue'][sharedmedia=gallery:images:5990][/font][/color][/font][/color]
Trigger Saint Patch Notes
More polishing with this new holiday patch, lot's of updated artwork a new Kuna Module and floating background debris!
I am very excited for the future of Trigger Saint and I hope you are too!
-Added new sound effects for enemy weapons.
-NUM keys can no longer be used for items.
-Changed sound effects for Saint's primary and secondary fire.
-Omega Blades animations have been updated.
-Floating background debris added to levels 1-4.
-Updated the first boss design, he looks a little different now.
-Updated Skill Screen artwork.
-Player movement has been tweaked a bit.
What to expect in the next patch
-"Kuna Musket Kits" with these kits you will be able to alter the look of your Kuna musket!
-"Secret rooms and locations", further exploration will reveal secret areas and hidden rooms.
-New enemy types, New bosses and new items
-Options and Credits screens.
[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint Patch Notes[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']December 12th[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new skill "overdrive" Increases your spirit recharge rate, one time upgrade. Cost, 600 skill points[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-"Musket Mastery" skill now costs 400 skill points instead of 300.[/font][/color]
-Added new item the "Hero's Medal" Increases your attack by 5 while in your inventory.
[color=rgb(0,0,0)][font='Trebuchet MS']-Added floating background debris to level one.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new floor and wall tiles to the hidden temple areas.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new floor tiles to levels two and four.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added three new songs.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Many other minor changes.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint 1.06 Patch Notes[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-This patch won't include many big changes but lots of small ones, I wanted to go back and polish up previous levels/enemies before adding new ones.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have spent a lot of time the past couple days working on the enemy wall-glitch bug[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']and I think I finally have it fixed. You might still encounter this problem, if you do let me know.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Secondary fire and "Spirit Mines" will no longer bring your spirit into the negative.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added portal switches to levels 1, 2, and 4.These switches must be activated before certain portals will open.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']I will be adding switches to level 3 in the next patch.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Made small changes to all levels, added new obstacle area to the end of level 2.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit mines now cost 3 spirit to cast instead of 5.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have redone the cloud generators, makes for faster work flow and also reduces game lag.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I will be making a new post within the hour about "Trigger Saint" lore.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-The next patch is going to include new enemies, new levels and new items. Stay Tuned![/font][/color]
Trigger Saint 1.05 Patch Notes
[color=rgb(0,0,0)][font='Trebuchet MS']DECEMBER 3rd[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Stamina will no longer drain while holding shift and standing still.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Made more font changes.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added secret portal in the tutorial room, if you figure out how to power it up you can skip through the tutorial room.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Saint's primary shot got a complete make-over, it now has it's own animations and looks much better.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-The floater enemy now shoots missiles, new artwork for the missiles as well.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-All enemy designs have had their legs removed, and the artwork for most of them has been redone.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']They are floating chaos machines, just was a gut feeling to remove the legs.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Enemy AI has been tweaked.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new shrapnel animations for enemy death/explosion.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']Trigger Saint 1.04 Patch Notes[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']NOVEMBER 29th[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added intro level, this will help players learn controls.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added floating switches, when off they will flash yellow, when on red.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']Shoot these to turn them one.Who knows what these will unlock, it's up[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']to you to find out.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Updated the artwork for the info box.[/font][/color]
-Updated title screen artwork.
[color=rgb(0,0,0)][font='Trebuchet MS']-Changed game fonts.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added teleporter inactive text.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Player must now be stationary to read notes,books and item info.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-New smoke animations.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Other level changes.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-New Skill (Focus) slows enemy bullets, cost: 400 skill points. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Musket Mastery now costs 300 skill points. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Updated the skill screen. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Some level tiles have been updated. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Skill screen now displays items collected and levels completed. [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-"Meditation Stations" have replaced the upgrade computer. Press the "F" key when near one of these shrine-like stations to access your upgrades. Look for the smoking incense! [/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit tanks now refill your spirit completely. [/font][/color]
Trigger Saint 1.03 Patch Notes
[color=rgb(0,0,0)][font='Trebuchet MS']-I changed Trigger Saints design a tad and tweaked his animations.He now has a split in his visor.His angle is more apparent.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Started working on the skill screen artwork.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Omega Blades now have their own particles.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Removed shadows from spirit mines.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Spirit Mines will now circle the player, this seems much more useful as before they just flew about. Summoning up a few of these before a fight can protect you from those enemies that get too close. These work great when combined with the battle shield.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-I have changed all of the transmute amounts to better balance the game.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Most minor items now transmute for 10-25 skill points, Mods 50-100.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Transmute amounts are now shown in item descriptions.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-You no longer need to be on top of an item to pick it up.Masks and distances modified.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added 4th level with boss battle! Give it a run![/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added new item "Spirit Stone" add 10 to your max spirit while in your inventory.[/font][/color]
[color=rgb(0,0,0)][font='Trebuchet MS']-Added start button sound.[/font][/color]
My project finally has a name... Trigger Saint!
I have made many changes and it is somewhat playable ,I really like what i have so far.
An early version is now up on the steam workshop for some testing and feedback, stop by and give it a thumbs up!
Below I have also included the updated title screen and recent patch notes, enjoy!
-Added two new items, the "Vitality Stone" and the "Old Scope"
-"Vitality Stone" raises your max health by 10 while in your inventory.
-"Old Scope" raises your attack by 5 while in your inventory.
-Added three new songs.
-Re-opened level 3
-The Omega Blade mod is now available,send sharp spinning blades towards your enemies! Available on level 3
-More AI tweaks.
-Aded level 2 scouts (Blue), much faster than their red cousins and harder to kill.
-Small changes to levels 1 and 2.
-Added new particle effects.
-Updated title screen.
-As requested arrow keys can now be used to move, the 1-3 keys on the num pad can now be used for inventory slots 1-3 (Only if "Num Lock" is activated).
-I still recommend using WASD as they are closer to the "T","R" and "F" keys.
-Mouse icon no longer dissapears on game restart.
-Levels one and two have been tweaked.
-AI has been tweaked.
-Closed down level 3, should be finished and back open by tomorrow.
-Made changes to level 1 and 2.
-Made changes to enemy AI.
-Added new enemy, Corrupted Orb.They don't move but they pack a punch, don't get too close or they will explode!
-Removed screen shake, it needs to be tweaked!
Along with the lighting this could be the cause of the crash bug for some. I have removed any room size sensitive objects/controllers to see if any improvements can be made for multiple display resolutions.
-Removed lights and darkness from starting temple room.
-Nano Mites now costs 5 spirit to cast.
-Added "Books" These will be scattered throughout the levels.Find em and learn more about the magical world of Trigger Saint and it's history. Who knows... some books might increase player stats and abilities.
I started a new project back in August. It began as a survival style game with a small inventory, it later evolved into something different. Now it is more combat driven, a sci-fi fantasy shooter. Still is in need of a name.
The player holds a main weapon, a "Kuna Musket" Left click is primary attack, right click is secondary (AOE). Spirit (ammo) can be charged by pressing R. Weapon modules can be found and added to the inventory to give the player a third,fourth and fifth attack (If desired).There will be many to find, I want each player to have their own favorite combination of attacks.I also have added a couple single use items (shields,mines) and items that heal or replenish the hero on the go(Healing Salve,Spirit Tank). Little bits of the story can be found in old books and on notes, I want to keep it simple.
I now have an account on Twitch and will be streaming my Photoshop/Dev sessions.
New artwork, concepts and screenshots below. Until next time!
New Title Screen Concept
Early Hero Design
I am proud to announce that The Underlings is now up on the Game Maker Showcase!
YoYo games did a great job setting up the page! check it out here: http://www.yoyogames.com/showcase/89
In other news, my top down shooter "Override" has been finished is is now available on my itch.io page, grab it here: http://undergroundies.itch.io/override
I have also started a new project, [color=rgb(41,73,90)][font='Open Sans']So far the prototype has a simple inventory system and above/below ground areas to explore. I want this to be a survival style game, rather than growing crops or making tools I want the player to rely on old bunkers scattered throughout the land, filled (with or without) goodies and things for survival.The player is on a planet with constant daylight due to multiple suns so...being above ground will raise your heat level, if it gets too high the player will die. Will you stay? Will you travel on? What will you take with? these are all choices I want the player to have to make. [/font][/color]
[color=rgb(41,73,90)][font='Open Sans']Some new screenshots below, enjoy![/font][/color]
The Underlings have come a long way in the past few months, thanks to feedback, testing, comments and other support. Everyone has been wonderful!
Some great news, The Underlings has been accepted to be on the YoYo games showcase! All assets are in, I just need to be patient now .
Also... An article has been posted about The Underlings on "Game Cola" check it out here: http://gamecola.net/2014/07/scratching-the-itch-io-7/
Below, new underling called the "Lorath" and below that, patch notes.
-When an underling egg is ordered it will now be sent strait to the incubator instead of the roof.
-Seeds and jars will no longer stack when clicked close together, they will now stop/collide accordingly.
-Removed the shears tool.
-Removed credits/currency from game.Items, underlings and plants still have to be unlocked but will not cost anything after it's unlocked.
-Right clicking dried grass now sends it to the grass bin rather than selling it.
-right clicking underling poop now removes it from the garden and rewards enlightenment.
-Fixed bug where plants would grow in the air.
-Sorry, many big changes, after some feedback I felt the game needed them. Let me know what you think.
-Fixed other minor issues.
-Added new underling "The Lorath". These wont eat grass/plants, they will only eat captured insects.Make sure you have a steady supply!
*Updates July 5th*
-Fixed crash involving the Tocapa underling.
-Text now appears when an item or underling is sold, letting you know how much it was sold for.
-Removed the "Mogo" underling
-The "Gozar" underlings has been completely re-done, this underling can no longer break open rocks
I have been very busy the past two weeks working on The Underlings so I haven't had much time to write in my dev log. Lot's of catching up to do!
The Underlings is doing great so far on the Game Maker workshop! 220+ Subscribers, and lots of nice comments/feedback. I also submitted The Underlings to the yoyo games website just the other day so I can get it out to more people, the video I made for it is below, The Underlings needed a new trailer... The Underlings has already come a long way but it still has a long way to go, visit the steam link below to give it a thumbs up, two more positive ratings and I get my star rating displayed! All new Underlings patch notes are at the bottom of this post.
Check out The Underlings On Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=259383777
Find me on Twitter! http://twitter.com/AaronArcand
Last week I gave myself three days to complete a small project for some good practice, the result "Override". An arcade shooter.
Check out Override On Steam! http://steamcommunity.com/sharedfiles/filedetails/?id=271892053
Underlings patch notes below:
*Update June 19th*
-Sodox got a make-over.
-Sultra Underling got a make-over.
-Title screen got a make-over.
-All tool buttons have been redone.
**June 17th Updates**
-Fixed all grass bin filling problems in the nursery etc.
-Reverted back to selling grass the old way.It must be dragged to the bin the fill it.Right click grass to sell.
**June 15th Updates**
-Fixed problem with baby Mogo changing into Tocapas.
-Grass is now sent to the grass bin instead of being sold when right clicking. Grass is now sold by right clicking the grass storage box.
**June 12th Updates**
-"NEW" Underling called the "Mogo" These small underlings will grow a pair of wings when full grown.
They are otfen seed carrying food long distances to other underlings in it's family.As long as your grass bin is filled with dried grass these underlings will keep any other underlings nearby fed.
-Other minor changes/fixes
*June 10th Updates*
-"NEW" Plant called the "Otoroshi Flower" When full grown this flower will slowly raise the enlightenment for your garden.
-Grass bundle artwork updated and is now a bit bigger.
*June 9th Updates*
-"NEW" Grass Box" this box is located in the garden and the nursery. Grass is the main staple of the underling diet so I thought it would be best to have a storage box for it. Drag or drop a grass bundle to the grass box to store it.Click the box then hold to remove a grass bundle.Hover over the box to see how much grass you have.
-Updated lots of artwork! Polish!.
*June 7th* Not much for updates this weekend, I need a break! I hope you all have a good one! Stay safe!
-Updated "Gozu Plant" artwork.
-Fixed pricing problems and other minor issues.
I have also included some new artwork, enjoy. ;).
Patch Notes/Changes below:
-Save feature added, press "S" to save "L" to load.
- I have completely redone all of the prices for underlings,items etc. for a better balance/flow. We will have to see how it works out.[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']**Update June 5th** -Sick and tired of having to water all of your plants? Introducing the Kappa plant! When full grown this plant stores water in the top of its stalk. Any other plants in close range will share it's water! meaning as long as the kappa is watered any other plants near it wont need watering! [/font][/color]
[color=rgb(41,73,90)][font='Open Sans']-Added "Small Rocks" .These will be randomly generated with each new game.This is the first object added that can be crushed by the full grown Gozar's jaws.Breaking open certain rocks can sometimes reveal rare gemstones! -Added three new gemstones that can be found in rocks, the "shadow gem" the "Crimson gem" and the "glowing amber".[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']**Update June 3rd** [/font][/color]
[color=rgb(41,73,90)][font='Open Sans']-Added new underling the "Gozar" These underling are often dark green in color due to the moss that grows on their body.Besides their normal diet of plants and vegetation they require a mineral to help the body battle harsh conditions, only found in rocks where the Gozar is found. They are able to crush these rocks and ingest them with their powerful jaws. [/font][/color]
[color=rgb(41,73,90)][font='Open Sans']Tip-Every so often a full grown Gozar will open it's mouth, when this happens you can drag any breakable item to him and he will help you find what's inside! [/font][/color]
[color=rgb(41,73,90)][font='Open Sans']-Added new insect, the "Yengo Fly" these are attracted to the glowing fungus pits on a full grown Yengo's skin.These will also generate enlightenment for your garden, if you aren't in need of enlightenment you can catch them and sell for credits. -Fixed enlightenment spamming problems, enlightenment is no longer gained from watering plants.[/font][/color]
[color=rgb(41,73,90)][font='Open Sans']-The underling info in the field guide now has a second page, click the down arrow icon to move to the second page.[/font][/color]
Patched up to 1.6! aka the "Big Patch"
Lots of big changes, messing around with new ideas, programming flies to fly towards poop... this is the 1.6 update. ;)
Patch Notes Below:
Wanted to change the direction the game was going.Rather than the underlings being a part of a collection I wanted them to each play a purpose in the world.There are only two underling types in the current version, Don't worry! more will come come soon! Other changes below.
-!Introducing! the "Underling Field Guide"! this can be accessed by clicking the book icon at the top of the screen,this contains helpful hints and info about the underlings and their world.This is a good place to get started if you are new to the underlings.
-New 1920x1080 resolution
-New tool "Shears" can now be unlocked at the shop used to trim the "Sultra" underlings hair when full grown.In the future bushes and plants.
-Removed the happiness stat.
-Removed the evo stone.
-New Underling the "Tocapa" when full grown these underlings expel electrical energy from growths on their head.Keep a few of these in your garden to control flies and other pests. ZAP!
-Underlings can now poop! When you find poop in your garden sell it by right clicking with the mouse.
-New insect! The Jikininki Fly, attracted to underling poop, the longer you leave poop around the more flies will appear. Jikininki Flies in your garden will slowly lower your enlightenment.
-Fixed other minor bugs and glitches.
-The "Sultra" underling can now be trimmed with the shears tool during it's elder stage in life, sell it's fur for a fair price to the shop.
-When an underling is above 70 hunger a fruit icon will appear above it's head, if you don't feed it soon it will perish.
-Navigation to the nursery and shop now only requires touching the button with the pointer, makes going from screen to screen holding items/underlings smoother/easier.
-The store button is now located on the upper left part of the screen.
The Underlings demo is now available to play on the Game Maker workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=259383777
If you haven't yet you should come on by and try it out.
Below I have included all of the latest changes/patch notes and artwork demonstrating the power of the new "Evo Stone"!, enjoy!
Update! May 21st
-Introducing the "Evo Stone"! This can now be unlocked in the shop when you reach 500 enlightenment.If used on an adult Underling who has a happiness rating above 75 it will force them to evolve into a completely new form!(As of now this only works on the adult "Sultra")
-Added new insect the "Tennin" beetle. Attracted to the nectar of the Yobuko plant, these will only appear for a short time and must be captured quickly.
-Updated baby "Sultra" artwork.
-Updated baby sodox artwork.
-Updated garden background.
-Updated title screen artwork.
-Updated nursery background artwork.
-Updated artwork for the "Sodox" underling.
Update,May 19th: Introducing insects! Insects will now migrate to your garden if certain plants are being grown! The first insect being brought into the world of The Underlings is the "Kanedama" beetle, these can be captured in an empty jar and sold for a decent amount of credits. They are fond of grass, Keep an eye out!
Update, May 18th:
-Enlightenment can now be gained from feeding underlings.
-Empty jar can now be sold back to the store for half the buy price.
-When an underling dies enlightenment will now be taken away.
-Uncommon eggs are now unlocked at "400" enlightenment.
-Enlightenment can no longer be gained from watering seeds.
-Rooms can now be switched regardless of tool equipped. (Changed, rooms can only be switched while pointer is equiped, tools must stay in the garden!)
Update,May 17th: Yesterday I patched up to version 1.1. This now has a pause feature, the game can now be paused by pressing the "P" key. I have also added two new uncommon underlings, The "Rhet" and the "Ewora". I do realize at this point that the underlings do not have much of a purpose besides being part of a collection or being sold for more credits. Some new ideas I will be implementing into the game within the next week include: The creature arena/creature training, new garden biomes where only specific plants can be grown(Cave,Mountain,Swamp,Water), New tools to make managing your garden easier.
A while back I made a switch in projects, all of my time as of late has been spent finishing the demo for "The Underlings".
Do you have a hard time relaxing after a hard days work? If so step into the world of the Underlings for a bit and you might just learn to breath again...
A click and drag, creature and plant simulation game, with a zen-like atmosphere. Raise a variety of creatures and plants while relaxing to soothing music and surroundings.[/font][/color]
[color=rgb(68,68,68)][font=Calibri]Enlightenment is gained as you raise your creatures and plants in the garden of The Underlings. Higher enlightenment reveals new items in the shop, new egg clutches, new seed types, and special totems to increase your gardens beauty and happiness. [/font][/color]
Update May 13th: The underlings demo is now available on the Game Maker workshop! I would love to hear some feedback about the overall pace/flow of the game, if you get some time drop by and check it out!
"Shards" can now be collected throughout and when selected determine the spell being cast. The attack bar can now be charged, levels of charge effect the way spells are cast (extra speed, damage, distance etc.). Levels of charge also effect player speed and jump height, at full charge the player will travel at full speed and jump at max height, when charge is empty player will run at normal speed and jump at normal height. I have also added a few new backgrounds and started construction on the first area. I have included a link to the new video update below, it covers some basic movement, the first two shard spells and the new particle effects. Enjoy![/font][/color]
Spent today reworking horizontal and vertical collisions, so far so good.Animations have been tweaked and are much smoother now. Decided to add an attack bar similar to the one in "Secret Of Evermore" attacks with the bar full cause max damage while attacks with the bar mid charge cause less damage. "Flames Of Duna" has been fixed to work with the new changes, when cast on an enemy a fireball travels from the player towards the enemy and explodes on contact. Enemies can now walk left and right, determined by random dice rolls.I eventually want enemies to to move towards player and attack when close enough, I haven't messed with any A.I. thus far so that will be my next challenge.
Decided to make some big changes... I have completely removed the tile based movement system, it Just didn't feel right for what I'm trying to accomplish. I will still be keeping all of the original mechanics, player attack radius boxes,spell unlocks,Defense/Attack, and click to attack. It feels great so far, a side-scroller/Rpg mix seems more fitting. I will be spending most of my time tonight tweaking player animations and making a few land sets for the player to explore. Above I have included a couple sprites from the new player running animation and a new screenshot, Enjoy!
Today I spent most of my time working on new tilesets for the prototype. I didn't like the feel of the previous "Dungeon" style tileset, I want dark but it was too dark. I also want to use lots of color, I feel temple/dungeon tilesets will restrict my use of color. The underground city/world I want to create needs to be a place people want to stay and explore, walls covered in shimmering stones,cave formations,glowing bugs etc. The center tiles are now seamless and look much better. Above I have included a screenshot with the new tileset implemented.
Greetings, this journal will cover the journey of my new prototype "Into The End". It is a tile based movement,click to attack game.My last few prototypes have been side scroller/platformer games so I wanted to try something different.
The tutorial section is now complete and three skills have already been implemented into the game and are usable "Flames Of Duna" "Mend" And "Demolish". Attack and Defensive items can be collected throughout and change the appearance of the player."Other" items will available and can be used to interact with the world in different ways.Skills will be used to heal, inflict damage/buffs, and solve puzzles.
If you want to see screenshots from the new prototype check out my gallery!
-A little about me
-I have been an artist/painter for 16 years.
-I use Flash,Photoshop and a Wacom Tablet for my game artwork,animation and concepts.
-I code my games in Game Maker.
-Some of my fave games: Chrono Trigger,Fallout 2,Earthbound,Super Metroid.
Links to past projects below: