Hello world!

Polaris - Published by Isaac Cardello

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

ENDLESS DUNGEONS - Published by Usman Malik

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Hello world!

Zombies Berserk - Published by

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

Great War? Best War! - Published by Milo de Korte

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DevBlog July 2017

Escape Machines - Published by Alex Greentown

Hi guys, we finished setting first stage for multiplayer. Lots of time took fixing buildings and roads and still must work on lights and materials. We started making and testing multiplayer.



One of our programmers left so multiplayer launch is delayed with few months.

A screenshot from stage 1 in Unreal Engine 4 ( pre-alpha, WIP ).

We are looking for programmers and designers in Unreal Engine 4.

img_1

 

 

DevBlog June 2017

Escape Machines - Published by Alex Greentown

Hi everyone!

I am posting few screenshots of what we made in June. We are finalizing first stage and start making multiplayer. We was planning to launch multiplayer in August but our programmer left so multiplayer will come few months later.

d66f01032f23e2d1bbafbe846a2c2148e1d82a0b46e34d557bpimgpsh_fullsize_distrppt-4 ppt-5

89889902a9e45fec8ad09fab0042302344cf6087ddcf827029pimgpsh_fullsize_distr

I am working on more projects, a Rock music album, a New Age music and video clip https://www.youtube.com/watch?v=UYRxZNGz0vw

Also I write film scenarios and a novel and few paintings. I know you want to see something finished and the next release is a small videogame. The name of this videogame is The Tale of The Black Prince. You can follow this game, it launches soon on Steam and meanwhile Follow on Facebook https://www.facebook.com/blackprincevideogame/

I am glad to see your feedback and comments.

May 2017 development blog

Escape Machines - Published by Alex Greentown

Hello everyone, the work is going on. We have a detailed design document and we are solving many issues, testing many materials, making textures, all this to ensure you get the best experience with Escape Machines multiplayer.

This screenshot is very raw, I didnt want to post it but I couldnt finish some details in May so the video launch is postponed to June 2017.

We plan to launch multiplayer in August.

Please wait for the video coming in few weeks. I am not posting many screenshots now because we are working on ground materials now and trees too.

May 2017 rb1


Comments and donations are welcome. Follow for major updates on https://www.facebook.com/EscapeMachines/

 

Roadmap 2017

Escape Machines - Published by Alex Greentown

Hello everyone,

our old indie engineer from Sweden dropped and now I work with new engineer from Slovenia.

Here are few screenshot of robots from game, a laser robot and a mortar.

highresscreenshot00001 highresscreenshot00005

In game you can play as main hero and also buy robots and control them. As you know in desert there is an entire robots factory so there will be plenty of robots for everyone.

The last year I was working on concepts and story, Escape Machines have awesome design and story about how Artificial Intellect escaped out of control and how people stopped it. I am making artificial intellects so I know what I am talking about and I hope my knowledge will help humanity to stay safe.

I know for sure that wars with AI will happen in near future and I hope we can control it.

My initial plan was to make a beta and find investments but it didnt work, so now I rely only on my own resources. Soon I will have money and will hire programmers and meanwhile we work in an indie team.

The roadmap is to hire more engineers by summer and launch multiplayer by fall and then launch entire game by winter.

Now we are making scripts with C++, I started with blueprints but for a big game blueprints is not an option because it takes too much space. The Flash version of Escape Machines has thousands of lines of code but I programmed 3D environment in Flash, and with Unreal Engine there will be less code but still too much code too use blueprints. I made a screenshot of the character controller blueprint I made, with new version of Unreal Engine I can convert it to C++.

blueprint

Please feel free to comment, write feedback and also I might publish the story of the game before entire game because the main purpose of this project is to teach humanity how to deal with artificial intellect and war robots.

 

Inspirational art

Escape Machines - Published by Alex Greentown

Hi everyone. In this post I will share some images I found on Facebook and which I consider good inspiring art.

Please post art you consider inspiring in comments!

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11220063_890039284421665_3742592013473540309_n

https://www.facebook.com/bestconceptart/posts/890039354421658

11227626_884994841592776_2808850625933097928_o

 

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Interiors creation. New team member.

Escape Machines - Published by Alex Greentown

After I made the exterior scene, few characters, some character motions and blueprints in Unreal Engine 4 I started working at interiors design with our new team member Joris Browers. In this post I will show few screenshots of very early works for interiors for Escape Machines with Unreal Engine 4.

INTERIOR_1_2

INTERIOR_1_1 INTERIOR_1_3 INTERIOR_1_4

Cut-scenes and characters creation | part 1 |

Escape Machines - Published by Alex Greentown

I am posting a screenshot from Unreal Engine with some characters. Its a work in progress. More updates will come soonSCENE_2

 

Music creation | part 1

Escape Machines - Published by Alex Greentown

Hi everyone, I have more requests on Ludust from music composers, and most of them are asking what theme will be in Escape Machines and what music they can use as a reference. I listened today Far Cry 3 Blood Dragon game soundtrack while working on Unreal Engine game design and I decided to make an inspirational record and share the link to this soundtrack. Its a great reference for music, at least for electronic part. One of our team members André Weiß started the work by making a great mix of electronic and symphonic, and we will have more styles in game. Now I am listening to more tracks and choosing the best parts.
So this is my video:
https://youtu.be/PJZoQL-imC4
And in this post I will insert more inspiration for music for composers.

This is the video with soundtrack from Far Cry 3 Blood Dragon
https://www.youtube.com/watch?v=8HhFjVtxIf4
And this is the music I wrote
https://www.youtube.com/watch?v=KDvthTr5UzE
Thanks for listening! Please comment and tell your ideas!

Unreal Engine first works

Escape Machines - Published by Alex Greentown

I started migrating Escape Machines to Unreal Engine. Here are few first screenshots.

em_ue_1_2
 
EM_UE_2_2

Hello world!

Escape Machines - Published by Alex Greentown

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Development blog July 2017

New Kind of Adventure - Published by Alex Greentown

The work on game continues. I will avoid spoiling and not talk about what will be in the middle and end of the game, just show few raw screenshots. And one of our programmers left so the launch of new version is delayed with few months.



19693374_1961179980817945_6549471360777857637_o 19702884_1961069377495672_4130294113345232191_o 19904695_1963318690604074_1109922507_n 20106873_1965343310401612_968496141_o

Development blog June 2017

New Kind of Adventure - Published by Alex Greentown

Hi guys!

I try to post every month because many guys asked me to post often. Here are some new 3D models.

18337512_1927307960871814_7

18049688_810684912412962_1518441344_o 18042774_810684939079626_1341200639_o

I am working on more projects, a Rock music album, a New Age music and video clip https://www.youtube.com/watch?v=UYRxZNGz0vw

Also I write film scenarios and a novel and few paintings. I know you want to see something finished and the next release is a small videogame. The name of this videogame is The Tale of The Black Prince. You can follow this game, it launches soon on Steam and meanwhile Follow on Facebook https://www.facebook.com/blackprincevideogame/

I am glad to see your feedback and comments.

New characters

New Kind of Adventure - Published by Alex Greentown

I keep working with my indie team on 3D characters.

This is a cave wolf. This characters stay mostly in shadow or in cave and at night they go out.

Screenshots from 3Ds modelling work

wolf wolf_2

Video references from Spirited Away movie

New Kind of Adventure - Published by Alex Greentown

I am posting this references mostly for my team members but you can enjoy Spirited Away movie video and images as well

ss_2 ss_3 ss_4 ss_1

 

Fragment from Spirited Away (2001) | The city with ghosts


https://www.youtube.com/watch?v=-DA3y6sLXe0


Fragment from Spirited Away (2001) | The river with ghosts


https://www.youtube.com/watch?v=tr5sseUT2po

First task for music composers

New Kind of Adventure - Published by Alex Greentown

This post is a continuation of previous post where I started a discussion about music being written for New Kind of Adventure. More composers sent me tracks but I want to hear opinions of many people and start a discussion about music creation.

I am asking the composers to upload a soundtrack on http://soundcloud.com which will show the mood of this game area, a cave with crystals:

Dwarves_In_Termitary_Promo-Copy-2[1]

Also I encourage everyone to comment the music.

Also I am publishing a track I wrote for this videogame to encourage other composers to show their works in progress.

https://soundcloud.com/alexgreentown/new-kind-of-adventure-music-demo-track

And remember the last post with music references will be updated with new tracks:

http://ludust.com/newkindofadventure/music-creation-part-1/

 

Music creation | part 1

New Kind of Adventure - Published by Alex Greentown

In this post I will write about music creation process for New Kind of Adventure. I will post references, music tracks, maybe even interview with music composers.
This post will be updated, for now I will post a reference for Ambient genre music which I like very much.
https://www.youtube.com/watch?v=_0n5MTS4DA8
This is a track I made for this game
https://soundcloud.com/alexgreentown/new-kind-of-adventure-music-demo-track

I want to mention Tony Manfredonia, professional composer with academical studies, who already made 3 tracks, they are in progress but his latest track is better than first tries and I hope soon he will make an awesome track I will be proud to put it in game and to post here.

This post will be updated with new songs.

New characters

New Kind of Adventure - Published by Alex Greentown

I just added the Dragon character and my friend Daniel asked for a character a little strawberry with legs and hands so I painted him as a concept. I am looking forward to hear your opinion on this characters and also you can ask for more characters you want to see in New Kind of Adventure .

DRAWING_STRAWBERRY

Hello world!

New Kind of Adventure - Published by Alex Greentown

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

4th Wall Down! - Published by Milos Dangubic

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

World building and starting cultures

Otherworld - Published by Ilona Ward

In the beginning of the actual game, instead of having a ready-made world map with resources, the starting populations could select from a pool of resources that will be seeded in their starting area. The pools would be resources that come from the same origin in the real world.

People who donate could get better starting resources and placement. Maybe there could even be an auction for the best combinations.

Overall, it would be good if a starting population had access to one grain, one oil plant, a few vegetables, firewood, fresh water and be within a reasonable distance of metal making ores.

Some fruits (particularly the citrus) will be ancestral and will have to be cross bred to produce the varieties known today. Also some fruits will have different varieties in different regions, which can be interbred to generate offspring with favorable stats. This is particularly with strawberries and apples. One region might have bigger strawberries with little flavor, while others might have tiny strawberries with a high sugar content.

Rain forest 1

edible insects
plantains
figs
cola nuts
yams
medicinal plants

Rain forest 2

edible insects
wild pineapple
acai berry
cashew
arrowroot (starch)
chili pepper
papaya

Warm region 1

guembé - can be used as food, rope making fiber and medicine (coagulant on wounds, helps with tooth and gum issues)
baobab tree
raisin bush - the berries and leaves are both useful, and the branches can be used to make bows and arrows
sorghum
watermelon
persimmon
figs
tamarind
coffee
okra
black-eyed peas
rice (African variety)
millet

Warm region 2

taro
jute - fiber for cloth making
wild rice - evolves into basmati
bananas
wild millet
ginger
pomelo
black pepper
turmeric
cinnamon
kidney beans
mangosteen
mango

Warm region 3

wild barley
wild wheat
flax
oats
sesame
lentils
peas
chickpeas
wild carrots
wild parsley
wild onions
wild radishes
wild mustard
almonds
parsley

Temperate 1

wild rice
citron
mandarin orange
bamboo
soybean
leek ancestor
cucumber ancestor
ginseng
rhubarb
peach
rambutan
kiwi fruit
field mustard
crab-apple
ancestral mint
mushrooms
possibly also wild millet

Temperate 2

amaranth
quinoa
sweet potato
sweet pepper
cocoa
teosinte (corn ancestor)
lima beans
tobacco
wild squash
ancestral tomato
wild strawberry
wild potato
peanuts

Temperate 3

wild oats
caraway seed
parsnips
ancestral beets
ancestral cabbage
turnips
hops
wild pear
blackcurrant
wild raspberry
wild strawberry
crab-apple
watermint
tarragon

Temperate 4

ancestral beans
wild cotton
wild pumpkin
black cherry
ancestral strawberry
blackberry
raspberry
wild squash
ginseng (American variety)
crab-apple
huckleberry
cranberry
acorns
pecans
walnuts
chives
sage
sunflowers
wild rice
artichokes

Temperate 5

olive trees
aloe vera
wild asparagus
wild spinach
brassica
fennel
walnuts
capers
some sort of beans
pistachio
wild mustard
aniseed
apricots
saffron

Cold region 1

rowan (berries, and wood to make bows)
wild pear
wild licorice
wormwood
chestnuts
(this needs more work)

Cold region 2

cloudberry
rapeseed (oil plant)
dill
crab-apple
wild strawberry
lingonberry
mushrooms
blueberry

Cold region 3

juniper
wild rye
lingonberry
blueberry
mushroom
possibly cloudberry

Desert 1

wild grapes
wild gourd
dates

Desert 2

wild grapes
cacti

Islanders are special groups that will need to start out elsewhere in the game, build boats and start exploring the seas. Donating can buy guidance to land.

Islanders 1 (tropical)

breadfruit
coconut
sugarcane
papeda
jackfruit

Islanders 2 (tropical)

pomegranate
carambola
ancestral eggplant
plantains
amaranth
coconut

Islanders 3 (warm)

vanilla
papaya
allspice
avocado
tepary beans
wild squash

Islanders 4 (warm)

wild yams
sorghum
baobab (Australian variety)
eucalyptus
macadamia nut
finger lime
gooseberry
weird animals

Islanders 5 (temperate)

ancestral plum
red cherry
mandarin orange
lychee
bunching onion

Islanders 6 (warm)

cloves
orchids
weird animals
(This needs more work)

Islanders 7 (warm)

passion fruit
obsidian
jasper
peridot
olivine
(This needs more work)

Honor system

Otherworld - Published by Ilona Ward

Ryan suggested a honor system where people lose honor if they commit undesirable acts of violence. I think this idea has its merits, as long as it's possible to fool the system by making yourself look more honorable than you actually are.

Things that would lower your honor:


  • Attacking an unarmed person

  • Killing a person who has surrendered

  • Attacking a child

  • Killing a child

  • Attacking your parent or guardian

  • Attacking a person who hasn't set their defense settings

  • Attacking a disabled person

  • Perhaps also attacking a person who has highly positive honor


There should probably be things that raise your honor as well, to balance things out.

  • Attacking a person who has negative honor

  • Releasing people who have surrendered to you in combat

  • Protecting a child

  • Protecting a disabled person

  • Protecting an unarmed person


Wearing certain clothing would make you seem more honorable than you actually are. This could make people lose honor by attacking you even if you were a bad person.

It can be pointed out that you could balance your honor by protecting children of your own village while slaughtering ones from a rivaling town. You wouldn't get very high honor but not very low either.

The system should be tweaked so that it's not possible to exploit it by doing trivial things to raise your honor to create a buffer for making lives miserable for other players.

Draft for a new combat system

Otherworld - Published by Ilona Ward

Edit: Since writing this, I have decided to break offense into accuracy and danger. Accuracy defines how likely you are to hit, while danger defines how much damage you do if you do hit.

Combat graph

Teams can decide their hitting order. Every other round, the order is reversed.

People can choose from different attack strategies: Attack the strongest, attack the weakest, attack the best defender, attack the worst defender, attack the fastest, attack the slowest, attack at random or attack the person who attacked me last. If two people are equally qualified as targets, the target is picked at random out of the qualified options. They can also set a person as a primary target. You can have a different strategy for if you are sufficiently wounded.

Defense strategies: If you are attacked, you automatically use your blocks to defend yourself. If you are not targeted, you can use your blocks to defend another person, or choose to use their block in temporarily boosting their defense for the next round. In this case defense is increased by half of offense.

People can sacrifice an attack to boost their defense, upon which half of their attack is added into their defense. They can use this on a hit against themselves or someone else. This only works if your team attacks first and defends second. If your team defends first and you choose to convert your attack, it will count on the next round.

People can also boost their attack by giving up their defense. If they boost their attack and their team is going second, their defense will be lower on the next round.

People can wear equipment that makes their stats seem higher or lower than what they actually are. This can fool people's strategies.

Array of attacks

Team 1

Matt SP100 OF200 DEF80
Jim SP200 OF120 DEF120
Bob SP150 OF140 DEF105

Team 2

Greg SP105 OF80 DEF100
Tim SP80 OF130 DEF110
July SP110 OF150 DEF90

Round 1:

Matt goes first. He targets who ever looks strongest, which is July. July blocks with 90. Since Matt has higher offense, he gets a pending hit through.

Jim attacks who ever looks fastest. This is also July. Since July is bad in defending, Jim's hits also go through. Jim is faster than July, so Jim gets two hits through. July now has 3 pending hits on her.

Bob attacks at random. He hits Tim. Gets a pending hit through.

Situation after first offense: 3 hits on July, 1 on Tim, 0 on Greg. Since Greg wasn't attacked, he can use his blocks to protect either July or Tim. He chooses to protect July because she is threatened worse. He chooses to block Jim since he seems like he's easiest to block. He manages to block one of Jim's attacks but is too slow for the second one.

Team 2 offense:

Greg attacks at random and targets Matt. The chances are about 50-50. Let's say he gets through.

Tim attacks who ever looks like the easiest target. This is Matt. Tim gets a hit through. Now there's 2 pending hits on Matt.

July attacks who ever is slowest. This is also Matt. July gets a hit through. Now there are 3 pending attacks on Matt. Matt has used all his defenses.

Jim and Bob are not targeted and are free to defend Matt. Jim feels threatened and decides to move his block into raising his defense for the next round instead of defending Matt. Bob uses his block to protect Matt. He blocks against Tim because Tim looks more dangerous. He fails to block.

July takes 2 damage, Tim takes 1 damage, Matt takes 3 damage. Now July's stats are SP100, OF130, DEF80, Tim's SP75, OF120, DEF105, Matt SP85, OF185, DEF65.
Round 2:

Now team 2 goes first. July decides to convert her attack into a defense since she is wounded. This allows her to use her offense to boost defense.

Tim hasn't changed his strategy and is still targeting Matt. Since Matt is wounded, his defense is even lower. Tim gets one pending hit on Matt.

Greg still attacks Matt. Greg isn't much of a fighter but since Matt is wounded, Greg gets a pending hit through.

Since Jim and Bob aren't threatened, they have unused blocks. Jim gets 2 blocks, he uses one against Greg and manages to block. Now he has one block left over, which he uses against Tim. He fails to block.

Now it's Bob's turn to block. He uses his block against Tim. He fails to block. So Matt is getting wounded for sure.

Team 1 offense:

Bob decides to convert his attack into a defense against the attack on Matt because Matt is wounded. However moved defenses only take turn on the next round.

Jim still attacks who ever looks fastest. Since July is slowed down by her wounds, Greg is now fastest. Greg manages to block one of Jim's attacks. However, Jim is so fast that he gets two attacks. So now there is one pending hit on Greg.

Matt changes his strategy since he is wounded. He decides to attack who ever looks like the easiest target. This is July. Because July has extra defense on this round, she manages to block.

So now there is only a pending hit on Greg. Since they are both slow, July and Greg have already used their blocks and don't get extra moves.

Tim uses his defense against Jim to protect Greg. He has about 50-50 chance to block. Since Tim is slightly wounded, he fails to protect Greg.

Matt and July continue to bleed and weaken.
Matt is now SP80, OF180, DEF60(+50 from Bob on next round).
July is SP95, OF125, DEF75.
Tim and Greg bleed slightly and are still pretty strong.
Greg SP100 OF75 DEF95
Tim SP75 OF125 DEF105

Round 3:

Now team 1 goes first again. Matt is still targeting who ever looks like the easiest target. This is still July. They are both wounded, but since Matt is stronger, he gets a pending hit on July.

Jim attacks who looks the fastest. Because July is so wounded, she takes a penalty to speed and thus the fastest is Greg. Greg is weakened slightly by his existing wound, so Jim gets a pending hit on Greg.

Bob still decides to protect Matt for the next round.

Tim hasn't been attacked, so he can use his block against either Matt or Jim. He decides to protect July since she is more at risk. However, he fails to protect July since Matt is still strong in spite of his wounds.

Now team 2 attacks.

Greg still attacks at random and targets Bob. Since Greg is such a crap fighter and slightly wounded to boot, he fails to get a hit in.

Tim is still attacking Matt. He gets lucky and gets a pending hit through despite Bob boosting Matt.

July again converts her attack into a defense on herself.

Since Jim hasn't been targeted, he has unused blocks. He gets two blocks since he's so fast. He primarily blocks against Matt. He fails the first block but succeeds on the second.

Matt continues to bleed and falls unconscious. July continues to bleed but still conscious. Tim is feeling weaker. Greg gets hurt again and is now weak.

(Matt SP75, OF175, DEF55) His stats wouldn't count if someone attacked him.
July is SP90, OF120, DEF70
Tim SP70 OF120 DEF100
Greg SP95 OF70 DEF90

Round 4:

Team 2 goes first.

July again defends herself, no surprise there. Her defense is temporarily 140.

Tim leaves Matt alone since Matt is unconscious and targets the next weakest target, which is Bob. Tim gets a pending hit on Bob.

Greg still attacks at random and hits Jim. Greg decides to drop his defenses in order to boost his attack. Now Greg's attack is temporarily 115. Jim gets two blocks since he's so fast. He fails his first block but succeeds on the second.

Since both Jim and Bob have used their blocks, they can't defend anybody.

Now it's team 1's turn to attack.

Bob gives up on protecting Matt since Matt is unconscious and might die anyway. He goes back to his strategy of attacking at random. He happens to hit Greg, who only has 45 defense this round since he used his defenses to boost his attack. Bob gets a pending hit through.

Jim gets two attacks. He attacks who ever looks the fastest. This is again Greg. Again Greg has 45 defense and fails to block both times.

Matt is unconscious and doesn't get a hit.

Tim and July haven't been attacked this round, so they have extra blocks. Because July has boosted her defense, she uses her 140 to defend Greg and manages to block one of the attacks on him.

Tim only has 100 defense and doesn't manage to block any additional hits. So Greg takes two damage. Also Greg continues to bleed from his earlier wound.

(Matt SP70, OF170, DEF50)
July is SP85, OF115, DEF65
Tim SP65 OF115 DEF95
Greg SP80 OF45 DEF75

Round 5:

Team 1 goes first.

Matt is unconscious and doesn't get a move.

Jim attacks who looks the fastest, which is July. He gets two pending hits on July.

Bob attacks at random and hits Tim. Because Tim is slowed down by his wound, Bob gets two hits on Tim.

Greg hasn't been targeted so he has one block left. By this point he figures that they're going to lose anyway and chooses to surrender.

Team 2:

Greg has surrendered and refrains from hostilities.

Tim still attacks Bob. He gets a pending hit in.

July decides to get reckless and uses her defense to boost her offense. She attacks Bob with 145 offense and gets a hit through.

Since Jim hasn't been targeted, he has two blocks. He uses them to protect Bob. He manages to block Tim but not July.

(Matt SP65, OF165, DEF45)
July is SP80, OF110, DEF60
Tim SP60 OF110 DEF90
(Greg SP70 OF40 DEF70)
Bob SP145 OF135 DEF100

Round 6:

Team 2 goes first.

July again targets Bob. Gets a pending hit.

Tim also attacks Bob. He misses.

Greg has surrendered and is sitting this one out.

Jim hasn't been targeted and uses his blocks to protect Bob. He manages to block the hit on first attempt but his unused defense doesn't carry over.

Team 1:

Bob attacks July and gets two hits because his speed is so high compared to hers.

Jim also attacks July. He gets two hits and gets through on both.

Tim hasn't been targeted, so he gets one block to protect July. He decides to try blocking Jim since he seems easier to block. However her fails.

(Matt SP60, OF160, DEF40)
July is SP35, OF85, DEF35
Tim SP55 OF105 DEF85
(Greg SP65 OF35 DEF65)
Bob SP140 OF130 DEF95

Matt and July are now both in critical condition and Greg isn't feeling too shabby either. Tim decides to surrender. The fight ends with Team 1 winning.

Questions to ask when starting a new society

Otherworld - Published by Ilona Ward

Eventually people will be allowed to start new cultures in the game. Each culture has to be unique, and the founders need to figure out the answers to these questions.

Technology level

What is the technology level? Generally everybody starts from stone age, so if you want to start from a higher tech level, you will need starting equipment and knowledge of resource deposits nearby. Only if existing characters decide to establish a new community, they might have equipment they have developed or traded for in-game. If somebody wants to start a new society with starter equipment, it might be required that they make a donation.

Societal structure

Is the community homogeneous or does it consist of different factions? Are there layers/castes? How does the society treat the poor, the old and the disabled? Is there slavery? Is everybody considered equal or are some people worth more than others? Are there some people who disagree with the prevalent notion? How does the society react to dissidents?

Economy

Does the society recognize individual possessions or is everything shared? Do certain individuals get a right to a share of the earnings of someone else? Are there taxes? Is there money or do people barter?

Leadership

Is leadership defined by bloodlines, strength or popular vote? Are there factions who want to change this? If there is voting, who is allowed to vote?

Law and order

How does the society treat criminals? Which things are considered illegal? Does the society have laws that seem silly from a modern perspective? Are there things that are technically illegal but most people do it anyway? Are there criminal organizations? Does the government fund things like piracy?

Dressing conventions

Is there a reigning fashion or do people express individuality? Do different social classes dress in a specific way? Does clothing reflect status? Are there certain materials, styles or colors that are forbidden from certain social classes or genders?

Naming conventions

Do people have last names and middle names or just first names? Do they have patronymics or names that are based on occupations? Are first names based on traits of the owner or features that the parents wish the child to have when they grow older? Are children named by the day of the week, month, season or weather at the moment of birth, or perhaps how many siblings of the same gender exist in advance? Is it considered good or bad to have namesakes? Are young people allowed to pick out a new name when they reach maturity?

Childhood challenges

Otherworld - Published by Ilona Ward

A while back I wrote this list, just for fun. The idea was that if you are playing a child character, the game would post a random task that would change once a month, and you could check it as completed if you had roleplayed it.


  • Eat something generally considered inedible.
    Smear food into your hair or face.
    Show affection to another child or a domestic animal.
    Declare you want to be known by a new name.
    Refuse to dress according to the weather.
    Refuse to eat a new food.
    Secretly eat a new food when nobody is watching.
    Wear something socially unacceptable.
    Throw a tantrum over a reason inexplicable to adults but which makes perfect sense to you.
    Tell another person that you really like them (and they should get rid of another person they are close to so they can spend more time with you).
    Apply face paint.
    Make art.
    Help an adult with their chores.
    Insist you're a grown up now.
    Climb to a high place.
    Jump from a high place.
    Find the smallest hole and see if you can still fit through it.
    Give yourself or another child a fashionable haircut.
    Insist on dressing up all by yourself.
    Poop in an unconventional location.
    Master the skill of picking things up with your toes.
    Get mad at an inanimate object.
    Be a picky eater.
    Insist on eating something you found on the floor.
    Hide a food object for later.
    Lick something that's not considered edible.
    Have a day of only eating things of a certain color.
    Fall asleep in a place other than your usual sleeping place.
    Imitate an animal.
    Dig your nose.
    Name your hands and have conversations between them.
    Tell people your parents aren't your real parents and you're actually kidnapped.
    Have an imaginary friend.
    Insist having something sweet with a savory food or vice versa.
    Put something up your nostril or in your ear.
    Try to "see" your eyes or your ears (without a mirror).
    Fart in public, then explain it away.
    Pretend your genitals can talk.
    Give someone else a makeover.
    Go hide and see how long it takes before anyone finds you.

Mold, yeast and bacteria

Otherworld - Published by Ilona Ward

One of the ideas for the game is that things on the ground and in containers can become infected with micro-organisms and these micro-organisms can spread to other things in the same container. Here is how it's going to work:

Once a day, the game will select a limited amount of organic resources to get infected. It is assumed that there are spores in the air, so it doesn't require a source in the same location or container. The game will also check which things are in the same containers with previously infected materials, and the higher the level of infection, the more likely it will spread. Infections start out small and are invisible in the beginning, but may become visible once the level gets high enough. Some bacteria, yeast and mold may be picky and only infect specific subtypes such as fruit, vegetables, grain products, meat or dairy.

a slice of rye bread spotted with green mold

Bacteria will cause things to decompose and eventually get purged from the game. Before that it will turn into nasty slimy goop and may attract insects, which in turn can potentially carry disease. Some molds and bacteria may cause vomiting, diarrhea or other health issues. However, there is also useful bacteria that can be used to make yogurt and buttermilk, and useful molds which can be used to make blue and white cheese.

a spoonful of yogurt being lifted from a cup

Yogurt



Delicious results

Delicious results



Yeast can be used to ferment alcoholic beverages and raise dough. There's probably going to be about a 10% chance of gaining a useful strain, but you can keep it alive by putting host materials in the same container. It's yet undecided if a single pile can have more than one type of bacteria at a time. Increasing sugar and salt content protects mixtures against bacteria and mold.

Molds can be identified by color, but the catch is there will be visual twins to the useful molds, so you can mistakenly eat a harmful mold thinking it's a good one. Some molds will be fuzzy while others have a dense structure.

 

Evolving plants

Otherworld - Published by Ilona Ward

The current idea is that only ancestral wild forms of plants will exist in the beginning, and people will have to hybridize them to create optimal crops.

Corn originally came from a wild plant called teosinte

Corn originally came from a wild plant called teosinte



The original idea was to have plants in neighboring squares crosspollinate at random, then you would gather the seeds and see what grows out of them. However, making evolution totally random doesn't sound very fun. You couldn't guarantee that your plants would develop in the direction you want them to take. You would basically have to grow plants without knowing which mutations the seeds carry, then rip off the ones you don't want to pollinate anything.

What sounds like a better idea to me is having a system where a player can choose an aspect to boost knowingly. If other plants in the location already possess this aspect to some extent, you have a higher chance of succeeding than if you are trying to mutate it.

Rough draft of an interface design

Rough draft of an interface design



You would click on a feature and if you are lucky, it gets a boost in the next generation. However, things have their consequences, so for example if you boost fruit size enough without boosting stalk strength, the stalk will eventually bend or snap under the weight, causing the fruit to touch the ground and be exposed to rotting. Likewise, there might be a cap to fruit sugar content before you have first improved the root and leaves. To me, this seems much more game-like and entertaining than merely deciding which plant is next to which.

Also, if you manage to create a seedless hybrid, you either need to figure out a way to breed it asexually or keep the parent strains alive and continue crossbreeding them, hoping to get another seedless child.

Did you know that watermelons used to look like this in the past?

Did you know that watermelons used to look like this in the past?

Fleshing out the new combat system

Otherworld - Published by Ilona Ward

Even though Otherworld isn't primarily a fighting game, it is unavoidable that people are going to have conflicts and those conflicts are more likely to be solved through violence than diplomacy. One person has suggested not to have PvP combat at all in the beginning, but I think this would cause more issues than it would prevent. It has been established from the start that it should be possible to hit anybody, including children and newbies, and societal structures and ingame protective services should be what prevents vulnerable people from getting hurt, not some invisible boundaries added by the creator.

Some core concepts of the fighting system on a general level:


  • everybody is potentially vulnerable

  • even the strongest and most skilled person in the world can still suffer a critical failure, even if the chance of that happening was less than 1%

  • fighting should be relatively fast paced, even if not all participants are online

  • people who are online shouldn't have a strategic advantage over those who are offline

  • if loopholes that make fighting unfair towards people who are offline are found, they should be addressed swiftly

  • artificial waiting times should not be imposed on players (exeption allowed to prevent using scripts and bots that are faster than an average human)

  • the effects of violence should be recognizable on a physical and emotional level, even if the victims were NPCs (if you kill all the children of a village, the parents will mourn their deaths and won't easily forgive)


The history of the fighting system

When Otherworld first started, it included a failed idea of so-called flexitime. This meant that everybody advances at their own pace within a game month, and things can happen relatively in the past or future. As a result, it was necessary to give people 18 hours to react to any attacks instead of resolving them immediately. The early system only involved hunting, but it was possible to join an existing combat, and due to an oversight, it was possible to attack another person (the other hunter), but because only animals had programmed counter-attacks, the victim couldn't retaliate in any way. They couldn't even see the other person, because they were later on on their own timeline, so from the victim's perspective, the attacker hadn't even arrived. What a clusterfuck!

Visualization of individual timelines

Visualization of individual timelines



After flexitime was scrapped, a new PvP system hasn't yet been implemented. In fact, there was no PvP system, just an accidental oversight of the hunting system. The current hunting system involves selecting a weapon, clicking hit, then the animal retaliates. Yawn, boring! Combat can last like 20 rounds and even after the animal has passed out from blood loss, you can't finish them off in one hit but have to keep repeatedly hitting them until they finally die. This is why a rewrite is direly needed.

Behind the scenes, which body part is hit is currently defined by coordinates on a two-dimensional plane. Human, and animal bodies are simulated by simple blocky shapes (see pictures below), each combat style targets certain areas and hits have a certain stray that is applied both on x and y axis.

How a human is simulated for hitting

How a human is simulated for hitting



Left to right: A large four-legged animal such as a deer, a small four-legged animal that is hit from above, and a large bird such as an ostrich (out of laziness, this is just a copy of the large quadruped with wings instead of hind legs

Left to right: A large four-legged animal such as a deer, a small four-legged animal that is hit from above, and a large bird such as an ostrich (out of laziness, this is just a copy of the large quadruped with wings instead of hind legs



In a way, this is not such a bad system. It could have some merits. The problem is defining which areas each combat style targets and writing out the limits of each area in an extensive clusterfuck of "if ($x > number &&  $x < number2 && $y > number3 && $y <  number4)", which even nest in the case of things being inside other body parts, such as the heart. Another flaw is, it doesn't take into account that things could block access to internal organs, so a three-dimensional model might be better.

combat_system

A draft for possible combat scenarios



The plan is that combat will be completely automated and will be resolved in one click. You can tweak your settings and select reactions to different possible scenarios, such as yourself getting hurt, your party member getting hurt, party member getting killed, enemy surrendering, enemy trying to run and also different combat styles, such as training mode, defensive, cause extra pain, and quick kill. Once combat starts, all human interaction is out of the picture and everything is defined by the user-predefined settings, weapons, armor, shields, group sizes, defenders and random chance. Also if the enemy runs away successfully, they will go into hiding and will be protected from another attack until the player logs in. This is unless the enemy has people they are loyal to or protecting, who are not running.

There will also be group combat. Weapons work in a way that if you have a good weapon, you count as multiple people (usually fractional people, like 2.5). If you have a crappy weapon, you might even count as less than a person. In the future, skills will also affect this, so that if you are a crappy fighter, you are less than one person, and if you are very good, you can be worth like 5 or maybe even 10 average people. All these things affect your chances of winning. Both the physical number of people on the team, and the boosted number. Now optimally, combat between two people should be the same thing as a group combat, only scaled down. Mechanically it should work pretty much the same.

The current idea is that people will have variable attack speed, which is affected by their weapon. Some weapons like a dagger are fast, while others like a crossbow are slow. A person's speed defines how many attacks they get in a round of processing. If your speed is low enough, you might get 0 attempts per round - but there is a catch: Each person has a chance of getting one extra attack regardless of how many they had in advance. If the numbers are small, this doesn't matter much, but as the numbers grow, a lot of random variance comes to play.

First the game rolls how many potential attacks your team gets. Then it rolls how many blocks the enemy gets. If the number of blocks is equal to or larger than the number of attacks, no attacks go through. If some hits get in, it calculates the damage and divides it between one or more receivers. If a receiver gets enough damage, they die. Ideally, both attacks take place at once instead of one side going first while the other one just stands and blocks. So it should count the successful hits for both parties, then apply the wounds and kills on both sides at once. This can potentially lead into everybody dying, but it's a risk you have to take. Or you don't necessarily have to, you can set to surrender if the situation looks dire. Basically if the number of deaths exceeds someone's comfort range after a round, they surrender and combat ends. If neither side runs away, surrenders, gets knocked unconscious or gets wiped out, a new round is calculated.

Back to that extra hit that some group members may get. This adds chaos into large combats. By default, the larger group has a higher chance of winning, but if the lower group rolls high on their number of extra attacks, they might be able to get hits through despite having less numbers. Because the number of extra attacks is only rolled once per round per team, instead of one per person, it can range anything from 0 to everybody, whereas if each person rolled individually, it would default to what ever the percentage was. But if the team has bad skills and weapons, it doesn't really matter how many hit attempts they get, because the number of successful hits is lower. This is why you have to balance between speed and accuracy.

One thing that hasn't been explored much yet, is the possibility of setting an order of priority for which people to hit first in combat, and which ones to protect. People with a lot of enemies are more likely to get wounded, whereas ones with a lot of defense are less likely to get hurt (but the defenders might be more likely to get hurt instead, because everybody just defends each other in a circle so it shouldn't be free). In fact, this is a very simple idea, so I'm surprised I didn't think of it before.

At first I was going to use an average of everybody's weapon stats to calculate hit chance, but it makes more sense if different people will have different hit chances and speeds. Only if there are multiple fighters who are basically identical (usually NPCs), they can be stacked.

It is yet to be decided in which order the attack attempts and block attempts will go. I mean, are they in order of power, randomness or initiative. One thing is clear, though, if you run out of blocks before the other party has ran out of attacks, you're going to get hurt. So if the player gets to decide the order of attacks, it would make sense to place the heavy hitters in the end of the flow, so that if the enemy runs out of blocks, you will maximize your damage! But in this case, the defender is likely to place their best defenders in the end, so if they get extra defenses, they might be able to block everything. It's like a game of baseball, you could decide the order of your batters and play strategically. You might place heavy hitters in the first wave, where they are least expected. The problem is managing large groups of NPCs. If you have 1000 fighters, it would be hard to manually put them in order.

I want them organized like this: tough tough soft tough

I want them organized like this: tough tough soft tough



One thing to consider in group combat is that once you get wounded people, some of the capable fighters are going to re-delegate themselves into taking care of the wounded, unless the army has designated nurses from the start. This reduces the number of people who can keep on fighting. This should be taken into account on the following rounds.

Division of capable fighters and others in the beginning of the fight compared to the middle and end

Division of capable fighters and others in the beginning of the fight compared to the middle and end



More later, at least maybe.

The brief development history of Otherworld

Otherworld - Published by Ilona Ward

Otherworld is an offspring of an idea I have had brewing since about the year 2004 or so. Back then I was thinking "it would be great if there was a game where everything was made by characters, from resources dug from the earth or gathered from nature, nothing is magically generated out of nothingness -- and there will be babies". Yes, one of the core ideas from the start is that I want to simulate parenthood, families, lineages and clans. I want your character's ancestors to count. And babies are cute. Except when they're annoying and messy.

For years I played a game called Cantr II. It had almost all the features I wanted to see in the game, except babies. No, everybody pops out of nothingness in the age of 20. Once I saw a 20-year-old emote that he was 3 and another person said that one can not be 3 when they are clearly 20. I came to accept that Cantr would never be my dream game. It could be a good game, but this wasn't even the only flaw.

To list some, Cantr includes mixed technology levels, which bug me to no end. It's completely normal to see someone wearing an uncured hide loin cloth, while riding a motorcycle. Or a worker who has access to steel technology still using bone knives and stone axes because they're cheaper. *shudder*

The violence system has also caused a lot of grief. Instead of doing a complete rewrite, they have been patching on new limitations for over 10 years, and nobody is ever satisfied. Due to the slow-paced nature of the game, you can only hit a person once a day. So try having a duel. Even if both parties are online, you hit once and then you have to wait 24 hours real time, twiddling your thumbs or emoting hits that don't actually count. At one point, skills were added to allow some people to be better fighters than others. This meant a lot of people were abandoning newspawns with poor fighting skill and strength, because reaching the high levels would take real life years of training every single day. Ain't nobody got time for that.

Mushroom people and other dead ends

At one point I was briefly brainstorming a game with Adam Berg, who is a professional programmer. This idea didn't get further than the start. I mostly spent my time fiddling with a Flash program that would allow drawing polygons by dragging and dropping anchor points and also made a crappy interactive doll where you could change the dimensions of the clothing (where the hem lands, how wide is the neckline, etc). One of the ideas for the game was that there would be an alternative type of people called the mushroom people, who were immune to pain, didn't have to eat and could lead a fast-paced, easy lifestyle. This was meant to fill the needs of people who aren't interested in a slow healing process and fancy cooking. Soon after we started questioning ourselves: Why were we doing this? Why trying to cater to a group of people who are basically griefers? The project soon fizzled. However, I saved some of the materials I had written to be recycled elsewhere.

2012

In April 2012 I started fleshing out some background information for Otherworld. I researched things that I found relevant, such as how tall boys and girls grow by a certain age. Yes, at this point this felt like something I just had to know. Five years later, height still plays no part in the game. I also had an idea of calling object types "presets" and they would have a tree hierarchy, so that you have the concept of "knife" and then the sub types of "bone knife", "stone knife", "bronze knife", "iron knife" and "steel knife". Or "building" - "hut" - "palm frond hut". I wrote a php script for an editor that allowed me to enter new presets in the local database. By this point, the game only existed on my computer and was run through apache.

In August 2012, I drew the first maps for Otherworld. Five years later, we are still currently using the same map, but there are plans to switch over to a completely new map once the testing phase ends. At this point I was dead set on the world being spherical, no matter how confusing it would be to simulate! This idea has later been scrapped for simplicity's sake. Currently the world is a cylinder but it's not completely out of question that it would one day return to a spherical form.

Also in August, I had to make changes to all existing code to switch from mysql to mysqli. I considered pdo but it looked more complicated to me, so I settled with mysqli and have used it ever since. I'm very glad that I didn't just think "meh, I'll fix it later" because currently Otherworld contains roughly 300 php files, some of which are over a thousand rows long. I admit I have used quite a bit of copypaste instead of trying to come up with functions to combine actions that are almost similar but not quite.

I continued working on mostly background research until September, after which I took a break.

2013

In 2013, I worked on and off on things like which animals there should be and spend a lot of time entering the anchor points of polygons which describe the shape of the islands, forests, deserts, etc. into the database. Pretty much manually. Only to later decide that I would instead use a system where it reads the terrain type from an image file, thus rendering polygons obsolete. There was also an idea that islands would be randomly generated near coasts, and if nobody living had them memorized, they would cease to exist. Overall, the thought was that people can only memorize a limited number of locations, and if nobody has a location memorized, it gets purged and if another person later explores the same location, the trees, rocks, water etc. might be in different parts of the local map. Hopefully we will never run into a situation where we will be forced to forget locations to save space. It seemed to me that storing local maps in image format (100x100 pixel images where red, green and blue stand for different aspects) would take less space than entering the same data in a database. I could be wrong, and it could most likely be optimized, but we can think of this later. Currently having the local maps as visual files makes it easy to see at a glance if there are bugs in location generation. I still haven't finished tweaking how water behaves, so a lot of coastal locations have roughly diagonal "inlets".

2014-2015

In 2014, I worked on the concepts of clothing, cooking, jewelry, skills, character creation, activities, defense and NPCs. In 2015, I did hardly anything at all, as far as I can remember, only writing the rules for the game and researching what people look like with different fat percentages (which is a better indication of health than BMI).

2016

2016 is when things finally started rolling properly. In January, I decided the placement of the resources, of which there were lots. I wanted to have all the things we couldn't have in Cantr, especially zucchinis! (I love zucchini.) I researched which part of the world each plant was originally from, then placed them on the islands that were inspired by that part of the world. Some problems existed, such as North America and Europe being merged into a single continent, as well as Asia and South America. Also, there was no India anywhere, which turned out problematic because a surprising amount of things originate from India. Also, the Mediterranean region was only added as an afterthought, and technically exists at a latitude where it would be too hot for that climate.

It was in June 2016 when I truly got inspired of turning Otherworld into reality. Overall, 298 background research and conceptual files were created, as well as roughly 140 php files.

Major failed idea: Flexitime

One thing needs to be addressed from this era. At this point, the idea was to have flexible time, so that people could advance at their own pace within a month ( = one day in real life), and at the end of the day, people who hadn't spent all of their moves would be moved over to the same starting line. This made human interactions very difficult, as people could only interact if they were in the same moment on their own timelines. There had to be workarounds, like pending gives - when you give something to a person who is in an earlier point on their timeline, they only receive the item when they reach the moment of giving on their timeline. If they leave the location before that, the item either returns to sender or falls on the ground if the sender has also left. Also there was an idea that if somebody left a location, it would be possible to follow them within 12-18 real life hours and instantly jump to their location and time as if you had started following them the moment they left. Also combat was going to work so that people had to confirm their reaction within 18 real life hours, and if they didn't, the attack would be resolved automatically. This would mean that people could be stuck in combat for days, especially if somebody was stalling on purpose. The benefit would have been that if the defender did happen to be online, they could choose to speed up combat. But why would they want to, if waiting 18 hours would give them time to rally all their OOC friends in their defense? It took me months before I accepted that this idea was too complicated and had to be scrapped. There might still be some ghosts of processing methods that were overcomplicated due to flexitime.

Since 2017 is still ongoing, I won't go into details on what has been done during this year.

Hello world!

Graceland Research - Published by Jacob Zoerb

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Hello world!

Corpem: A Halus Tale - Published by Damon

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Chernobyl: Melted Mutants - Published by tomas van der laan

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Lionstone Demo Progress - Published by Zack Runyon

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new dev team - Published by alex.jackson

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Uh-Oh - Published by Kay John

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PROJECT INDIGO - Published by Usman Malik

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Maze Attack - Published by Joshua West

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Rumrunner Entertainment - Published by Austin

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Recruiting progress

AllHeart - Published by Israel Victor

I am glad to announce that we have 1 new member. The marketing position has been filled.

Welcome to Blood and Steel!

Blood and Steel Prodject - Published by Nathaniel

Welcome to the Blood and Steel Blog!
We will post something when we have something to show.

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Velocity Racing - Published by Jacob Neal

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The Legends Gate:Battle Of Sorrugar - Published by Rio Dakota Lloyd

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Ancient Arena: a Bold New Fighting Game - Published by Isaac J Decker

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Update - Bounty of Polishes Update Info

Shattered Realms: Mortal Tale - Published by Blake

The project is going well, lots of polish in the gameplay, storyline, and bug fixing department, and I'm gradually reaching the end of the Bounty of Polishes Update, which is great, because I can finally begin work on Chapter 2, which is where some of the meat of SR:MT's story really begins. A lot has been done, ranging from monster battler updates:

pito-archer

-To the implementation of entire story arcs with certain characters. For those of you wanting more frequent updates, my apologies for not keeping you all in the loop, with all of the various websites that I promote this website on, it can be difficult to keep track of all of them. If you want to follow this project and be sure that you will be informed, I recommend following me on the Facebook, Twitter, or GameJolt Accounts.

Facebook: https://www.facebook.com/ShatteredRealmsMortalTale/

Twitter (My Twitter): https://twitter.com/_DracoWyrm

GameJolt: http://gamejolt.com/games/shattered-realms-mortal-tale/188745

YouTube (Videos showing game footage, announcements, or OST updates): https://www.youtube.com/user/AoDLegacy?&ab_channel=AoDLegacy

Shattered Realms: Mortal Tale Demo Live!

Shattered Realms: Mortal Tale - Published by Blake

The demo for the game is live! You can download it at the following locations!

http://www.indiedb.com/games/shattered-realms-mortal-tale/downloads/shattered-realms-mortal-tale-demo-version-03

https://roastmygame.com/game/shattered-realms-mortal-tale

Any bugs, issues, feedback, and commentary on the game is appreciated and will go a long way to making the game's final version infinitely better!

Working on: Sacred Valley Areas, Secrets, and Side Quests [Storyline Spoilers]

Shattered Realms: Mortal Tale - Published by Blake

After defeating Caldera, the Ice Devil hellbent on freezing the region over, the Sacred Valley opens up for extended exploration.

Currently Implemented:


  • Darkwhisper Woods - Really dark, maze like, with a secret area to the south.

  • Lonereach Tower - Mini Dungeon with puzzles, tricks, and traps. Interior TBA.

  • Lake of the Goddess - Large lake with three islands, the Island of Valor, Isles of Wisdom, and Isles of Heart. Islands visitable but do not serve a purpose yet. In progress.

  • East Bastion Ruins - One of the mysterious ruins. Monsters to be added, along with secrets and story. Related to the Westcliff Ruins.

  • Westciff Ruins - Ruins full of Zombies. Both East Bastion and Westcliff are part of the Archaeology Camp sidequest on the east side of the valley. Leads into Echoing Woods.


To Be Added

  • Island of Valor - Arena tournaments against mysterious challengers, gold, exp, and rare items await. Defeating the Island of Valor will allow access to the North Shrine, where the Slumbering Goddess will engage with the Player, and begin the Redeeming the Awakener questline if the Player has saved Belladona from Caldera.

  • Isles of Heart - At certain points the Isles of Heart will have a personal storyline for one of the party members the Player meets along the way. The Player should check back here after completing major storyline arcs for possible stories they can learn.

  • Isles of Wisdom - Scattered tomes of legendary events can be found in hidden chambers beneath the Isles, letting the Player learn some of the Mythos of the Shattered Realms. Secret trigger mechanic should be implemented in either the form of levers, buttons, or an acquirable item that reveals the stairways into the chambers.

  • Lonereach Tower Trials - Upon entering the Lonereach Tower, the Player finds themself in a strange, mystical tower full of traps, monsters, and treasure. Lots of it. No story, but largely just testing the wits of the Player while also trolling the Player at every turn with the developer's nonsense

  • Echoing Woods - A mysterious patch of woods related to the fall of East Bastion and Westcliff. At the center lies a mysterious shrine, guarded by unknown creatures roaring in the deep forest.


Story Arcs (TBA)

  • Fate of the Old World - Learn about the world before SR:MT via the downfall of East Bastion and Westcliff, two ruins whose fate has been lost to history.

  • Redeeming the Awakener - Dependent of the Player's success in Caldera's Keep, the Player is able to help restore the faith of the cursed Awakener and perhaps acquire them as a party member.

  • Gods of the Abyss - Learn the story of Arevenius and Zero, the gods of Good and Evil, via unraveling the secrets of the Isles of Wisdom.

  • Island of Valor Arc - Encounter strange beings with stranger tales, and battle them for access to the North Shrine.

Shattered Realms Mortal Tale, And What I Want to Accomplish

Shattered Realms: Mortal Tale - Published by Blake

So first off I want to say hello, and I hope you are all doing well.

Shattered Realms: Mortal Tale is a project I started back in June 2015, and has been my primary project for at least a good year. I'm currently working on building a public demo, and I try to be very open with my project and the progress it's having. The best way you can keep up with me is on my trello page for Shattered Realms: Mortal Tale.

My philosophy at this point is to create a game that I will love and enjoy making, not to make money. Of course, I am planning on selling this thing eventually, but Shattered Realms is a story years and years in the making, even back in 2011 I was working on this idea. There's a lot to this story and a lot to tell, and frankly I can't do it myself. I could, but it would just be a game with the same standard graphics of any rpg maker game, with some random unique graphics that don't tie into anything well.

So let me actually talk in depth about the game. It's a turnbased combat system, with a special death timer, which is triggered upon leaving designated 'sanctuary zones', and the only way to keep the timer going strong is to kill enemies. The game is being designed to allow a loose, unhindering approach to the story. In other words, you're not going to grind for five hours to beat a boss. You go about the world at your own pace and enjoy said pace, while learning a lot about it.

Regarding the story... ...it's huge. I have been planning the Shattered Realms world for a long time now, and it's got massive secrets behind it (I don't expect anyone to catch on to the major secret of the series by in large anytime soon), and has a very direct relationship with the choices of the Player themselves. If you don't help certain people, you may live to regret it later. If you kill certain characters, others will want your head. Saving villagers matters more than your gold and exp. It can change the very course of fate itself. Things add up in this world, and the Player is the straw that breaks the camel's back. Needless to say, crazy things get to happen here. Depending on your actions, multiple endings and routes become available or disappear.

That's what I have to say for the game itself really. There's stuff like professions in the works, side missions, hidden areas... but other than that, I think I've covered what I'm intending to accomplish. If you have any questions I will answer as best as possible.

 

 

Hello world!

Project B - Published by Wayne Zieminek

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Created a Starter Save and Load System

Tales of Legends: Lionhart - Published by Devin Bell

I have been able to create a starting Save and Load system that will keep track of what the player has in their Inventory and what the have Equipped. Soon will add Max Life, Mind, and Stamina.

First Foray into Ludust

SON.NET - Published by Benjamin Winn

This marks SON.NET's first foray into group development - now with two new members in the crew. We will be posting updates of some of the content created in the upcoming weeks. The gears are turning!

Hello world!

Olympus TCG - Published by Eli Sussman

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Welcome to the Development Blog!

Phoenix Rising - Published by Trevor Craven

Today marked the first real day of work on Phoenix Rising. The team is beginning to grow and I am receiving emails and messages with offers of help. So far today I have received messages from an Artist and a Sound Designer. I also reached out to people myself. I learned something new today; Tessellation and LOD, it might sound like noob stuff, but hey. I'm new to this :)

Today I spent 3 hours creating a replica of Earth, with clouds, day/night cycle with lights. It was a nightmare. But it got done and I am happy it is done. I also added our RL solar system to the "level" today, including textures,mesh's,blueprints, etc. Tomorrow a solar orbit system will be implemented. I hope to see planets orbiting around the sun along with the moon(s). I am trying to reach out for modelers. Static "spacestations and/or battlestations" will have to come in soon after to become implemented with the orbital system. I hope to also get some asteroid fields put in place tomorrow; and hopefully have them working by night time.

I have no idea how to program a HUD or start menu. It would be nice to see something implemented by the end of the week.

Thanks for reading this DevBlog!

Hello world!

R.E.A.P.E.R. Rescue Blog - Published by Bethany

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Hello world!

DecoOnline - Published by ali hassan

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Hello world!

Frank the Cat - Published by Ben James

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Hello world!

Project Depths - Published by Ryan Fong

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Hello world!

RegretTale - Published by HamdiXN

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Hello world!

EduVR - Indie VR/Vive Project - Published by Rob Julian

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Hello world!

ROTii - Published by Brandon Smith

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Welcome to Project A

Project A - Published by Juan Bautista

Welcome to Project A. We are currently working on a futuristic First-Person Shooter set in 2062.

If you are interested in working with us, we'd be happy to take your job application into account. However, as the game is still in the design stage, we will not be able to employ all the staff that we need.

Hello world!

[XG] Tower Defense Blog - Published by Aalyiarah Xirin

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Hello world!

Lethal Extinction - Published by Jacob Crawford

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Hello world!

Mexcube - Published by Lukas Olson

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Hello world!

Outlaw Heaven - Published by Tavana Kiani

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Hello world!

Game development - Published by Hamish

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Hello world!

Disney Run - Published by Mist

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Hello world!

Drum Dum - Published by Abdo

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Hello world!

One Man Army - Published by Miha Prezelj

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Hello world!

Project Amethyst Dreams - Published by Ben Hood

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Hello world!

Endless Saga - Published by Matthew Betts

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Hello world!

fARMER Z (working title) - Published by RunnerX

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Hello world!

LeagueOfGenerals - Published by Reuben

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Hello world!

One Thing Left To Do - Published by Ahmet Koctar

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Hello world!

FapADuck Website Development - Published by Adam Jacks

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Hello world!

Live On - Published by Skyknight Beoulve

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Hello world!

Zombie Tycoon - Published by Caleb Stevens

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Hello world!

The Wanderer - Published by Andy Austin

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Hello world!

Silva 9 The Hybrid Rebellion, A visual Novel - Published by David Belcher

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Screenshots in pre-alpha

Star Fields Ultra - Published by Alex Greentown

Hi everyone, I need testers for Star Fields Ultra - a new cyberpunk videogame I do. This game is about racing starships, cars and shoot them up. Also you can upgrade your starship or car. Game includes lots of drifting, nitro, awesome graphics and physics. Here are few screenshots from pre alpha.

Write a message and Like here https://www.facebook.com/starfieldsultra

GMP_SCRN_5 GMP_SCRN_6

GMP_SCRN_7



GMP_SCRN_4

GMP_SCRN_8

GMP_SCRN_1

 

Hello world!

Robot Games - Published by Giorgos Tsakonas

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We're Getting There

Hermes Gaming - Published by Jon Krouse

Hey everyone, as the title says, we're getting there. We're all starting to settle down and get settled in. I did put a little ad on Reddit to try to draw more people in, especially those who we don't have already, or need more of. Felix did get the Slack account up and running and we'll probably start using that more than we use Ludust. I'll keep you all posted.

Regards,
Jon

Establishment

Hermes Gaming - Published by Jon Krouse

How's everyone doing? Well, we're established. Anyone that's interested, go ahead and apply! We're looking for anyone to help!

Regards,

Jon Krouse

Hello world!

Hameno - Published by Oscar

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Hello world!

Factory Madness Development Blog - Published by David

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Artists, skills and AI

The Final Frontier - Published by Rens Jan van der Linden

Hey guys,  It's has been a while since the last blog post but things are going nice, we have some expansions to the team and I have been working on the programming.

the design document

Jack has put a lot of work in the design document for the past 2weeks and has finished it, everything is written down on paper and we know what the game is going to be like

the game itself

While Jack was working on the design document I decided to finish the skill system, the first enemy and the stat system(health, energy and shields)Schermafbeelding 2015-09-06 om 10.46.37Schermafbeelding 2015-09-06 om 10.46.37

Artist

You guys remember the time where I was searching for a artist, now there is not one, not two but three artist working on the art(1concept artist and 2artists) and the game is starting to get a nice shape

Colour_Design Full_ConceptBase_Remodel_Details

Update [9/1/2015]

The Final Frontier - Published by Jack Patrick

Sorry about the delay! We've been so busy with the game that we forgot to update our development journal.

At this point, we've completed the design document, and the skills we want to implement have been programmed. Our composer and sound designer have also been hard at work in creating the music and sound effects for the game. They plan on using a modular type of composition for the soundtrack. This means that they will layer the music in accordance to the events within the game. For example, if the player encounters an enemy, there will be a theme that is layered on top of the initial theme (as opposed to simply changing the track). We feel this will be less abrupt and will allow us to communicate the atmosphere of the world more effectively.

That's all for now! We'll talk a little bit about our progression system in our next update.

Visual Update (8/21/2015)

The Final Frontier - Published by Jack Patrick

 

Schermafbeelding 2015-08-21 om 13.26.57Yes, we know... it's not pretty, but it doesn't need to be. What's important is that the current mechanics that are designed are operational.

(This is why we need an artist, by the way).

Design document, programming, and staring at my screen

The Final Frontier - Published by Rens Jan van der Linden

Hey guys,

After a couple of days working on the design script, it's starting to come together really nicely. I've also made some really nice progress on the skill system. I had to stare at it for a couple of hours to find out that colliders are acting strange again (this was for the AOE damage), but it's working now. We also have some new members to welcome to the team. There'll be more news on that soon.

Cubes, cubes and more cubes (and a capsule)

The Final Frontier - Published by Rens Jan van der Linden

While I'm searching for an artist, I'm stuck with placeholders. That's how it starts... It isn't bad, but something with a bit more vertices and color would be nicer to look at. With the character movement in place, I'm starting to work on the first weapon: the assault rifle, which is a rapid-firing weapon with low damage and a medium chance of hitting.

The Project Begins

The Final Frontier - Published by Rens Jan van der Linden

Hey guys!

After a week off from thinking about the game, I finally started working on it. The player movement is in place (mk1), and I'm now working on the basic attack for the first class

Hello world!

Worlds end - Published by Nicolas foote

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Back on Track

Death Rule: lost code Overdrive Edition - Published by Hijiri

 

data

Hey guys, it's been awhile since the last post. After recovering a bit and considering the opinions of some of the people who commented, I decided to finish what I started. Of course, the release date will have to be moved in accordance with this, this time the release of Death Rule: lost code Overdrive Edition is expected to be in Fall of this year. I personally like to thank my team as well as the people who commented for giving me some insight and allowing me to clear my head.  I hope the few of you who still look at this project from time to time will keep an eye out still.

An Apology

Death Rule: lost code Overdrive Edition - Published by Hijiri

Hello everyone, it's been a  while since the last text post. Now, I'm sure some of you noticed that we have missed our predicted release window for Death Rule: lost code Overdrive Edition. Well, I'm not going to mince words: the reason for the missed release is because of me. Everything that both Iarumas and Katon had to do is done, all that's missing now is the new episode. The preview for Killing System is done, and the GUI remake is done. Really, the only thing holding the release back is the new episode. And because of my slow pace, it may take a while longer to finish
Now, there are two ways we can go about this next part, because this is something that I want you, the reader, to pick.

The First Choice


This is the one that will quickly get the update out. What this first choice entails is that we release everything we have right now. Things I wanted to add via the new story can be added as a bonus, explaining what could have been. This choice would be fast and easy, but it also comes with the knowledge that I as a developer have failed to deliver what I wanted to. Granted, this choice also proves to be a positive overall since it will finally allow us to move on.

The Second Choice


This one is the one I've taken thus far but am considering changing. This choice is the one where I finish what I promise, adding the new episode along with all the extra content.  Of course, this means that we will delay all our other projects as I try to finish this one. You will get the product I want to release, at the cost of drawing everything else out longer than I hoped it would take.

I really do want to hear your feedback, since this is something I will discuss with my team shortly. I myself am willing to put my pride aside in order to give you guys a cleaner product but my choice will be based on your answers as well.

On one last note, I would personally like to apologize to everyone I have kept out of the loop. There are some wonderful people who volunteered to work with our little team but have been kept in the dark. I have failed as a leader in keeping everyone informed, and am willing to take whatever steps necessary in order to correct my mistakes.

Before Overdrive

Death Rule: lost code Overdrive Edition - Published by Hijiri

For those that are curious, before my team started working on Overdrive Edition, we released an original version of Death Rule: lost code. You can download the original work here: http://hijiri.itch.io/death-rule-lost-code

Spell Animation Editor!: In the works

RpgLegend Dev Blog - Published by thephantom

animation_editor2

This standalone editor allows us to setup skill and spell animations frame by frame and control all the visual and audio effects that happen to the target of the spell. Such as having the target shake when taking damage, or get smashed and flash.

The animation editor will support particle effects, playing any number of sound effects, and either manually controlling the placement of each animation frame, or using the tweening options to save time.

In the screen shot above of the program you see the lake serpent monster, which is a stand in for the target for the spell I am testing. And I am telling it to show the spell animation effect image 1 on frame 3, and scale it to be twice the size. Also I have set it to change the serpent to be offset hue 60% to the right (think of a sliding hue bar). And I have also set the map behind the serpent to be tinted a light blue color.

The different options you have to control a spell animation can be added without writing a line of code. I have created a mouse-based command selector and the property editor for each command outlines the options without having to reference any documentation.

animation_editor3

In this screen shot you can see the various commands that will be available to use to control different spell animations.

Actually previewing the animation is still to come, and when that is complete we will have some GIF previews I am sure (and some youtube videos)! Check back soon!

Social media:
http://www.twitter.com/phanxgames/
https://www.facebook.com/phanxgames/
https://phanxgames.tumblr.com/

And of course more updates here on Ludust!

Combat Development Begins

RpgLegend Dev Blog - Published by thephantom


To start off the development on the battle system I am releasing this teaser! Which show cases the in-game battle transition effect, which was achieved by taking a screenshot of the map (in-game) and adding a convolution filter and a blur filter on the x-axis. I think it turned out pretty good! What do you think?

Be sure to follow me on social media to stay up to date with my daily progress of this 2D retro JRPG, turn-based side-view battle system development!!

Social media:
http://www.twitter.com/phanxgames/
https://www.facebook.com/phanxgames/
https://phanxgames.tumblr.com/

And of course more updates here on Ludust!

Ceonead Conceopt Art: First Look

RpgLegend Dev Blog - Published by thephantom

ceonead_scape

A land covered in eternal night, where no one dares to go, except for the beasts that roam the woods looking for their next meal.  This is Ceonead.  What mysteries does this place hold?

ceonead

Deep within the Ceonead Woods is a mysterious ruins.  What civilization built this magical place?  And why does it emit a light from deep within its halls?

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Sign up to be notified when RpgLegend, a retro 2D multiplayer RPG enters Beta! www.rpglegend.com

Learn more at:

Skill Menu Complete: Crystals, Spells and Auras!

RpgLegend Dev Blog - Published by thephantom

Over the last several days I have been hard at work creating and wrapping up the Skill Menu. And today I am proud to announce that it is complete.


The Skill Menu is the place where you manage your skills, spells and auras. You do this by equipping different crystals and by doing so you harness the magic contained within the crystal. Each crystal contains several abilities. As you use the crystal and rank it up, even more abilities will be unlocked.

You may only equip a certain number of crystals at once. But you are freely able to swap between them out of combat. This adds a few key decisions you must face: Which crystals do you level up first? and Which crystals will be the most helpful and should you bring into each battle? Thankfully, the first skill on every crystal, which you have access to it immediately, is a decent damage ability in that crystal's school of magic. So even if you don't level the crystal, you will still be able to deal the damage of that school.

Once you are done managing and equipping your crystals, you then can easily review all the skills that they will let you harness in battle. If any of these skills could be cast "out of combat" you would also be able to cast it here, such as a healing ability.

The last thing you will want to do before you are done managing your skills is to make sure you bring some Auras into battle. An Aura is a special ability that you can use even when its not your turn, allowing you to react during your enemy's turn, or help your allies during their turns. Each crystal may have one or more Auras, but you may only bring a limited number of Auras into battle. You can easily switch between which Auras "out of combat" and this is another strategic decision you must face. As you level up you will be able to bring more Auras into battle at once.

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The Skill Menu is another key step that is now complete, and a step in the direction of the Battle System being implemented into the game. The only steps that are left that are standing between us and implementing the Battle System are the Encounter System and the Monster Editor. More progress soon on those: Stay tuned!

Hello world!

Hero6 - Published by Robert Kety

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First Chapter

Tarot - Published by underfootstudios

Currently coding the first chapter of Tarot. So far I like the Wintermute Engine, and find it powerful and flexible enough to do what I need it to do. I'm getting a lot of the foundational elements working (Inventory, cellphone, character movements, ect...) complete.

I'm frustrated by the art I have to work with. But at least we can move forward.

Welcome to Tarot's Dev Blog

Tarot - Published by underfootstudios

I'll be trying out this Ludust blog to keep people up-to-date on Tarot's development.

Cat in a Hat?? CreaByte Studios! & Dev Update

- Published by Tibs

Hey!


It's your friendly CM Dalton here! More than a month has passed since I joined the team. I have learned a lot and I really like where this is going! We have some juicy news today! This post will focus on announcing our studio name change and updating you about our current development status and what we have planned in the near future. We'll also be introducing a new member!
CreaByteLogoDark
Original Post Link - http://aeonchronicles.net/news.php

Cat in a Hat, or CreaByte Studios??
To put it simply, we're the same team! However, a name-change was in order. There are various reasons for this, from SEO to more personal reasons. Cat in a Hat was what started it all, and although we were already working on Aeon Chronicles, then called “Project Color”, the team has changed and shifted since then, as has the game from early concepts. These past couple of months we've really nailed down what we want to do with Aeon Chronicles: Faded World Episode, how we're going to do it, and we've come to get a much more committed team all-around. From the gameplay systems, to the story and lore, everything's ready and being actively worked on, instead of just paper and drafts like it used to be with Cat in a Hat. And so, we'd like to announce CreaByte Studios. CreaByte Studios is the perfect mix between the ideas and visions we have(Creation) and the tools we use(Byte). Henceforth, we'll be adjusting and switching out all Cat in a Hat material with CreaByte Studios as well as our new awesome logo! Since we'll be showing what we have on AC: FWE soon, we also thought this would be the right(and probably best/only) time for a name change.

So, what's going on internally?
The alpha release is under development as we speak, we have pretty much all game systems down and the world of Erospoth is in the making. The main characters and animations are being worked on right now! Everyone's extremely excited about where we're headed, and to see development happen every day is amazing! We have a new member with us, Jason Strang, Artist! He'll be the lead artist and animator for....Yes, our lovely Pepper! His Art-Style and the way he treats Pepper's Design is just a perfect match!

So what's up with the Alpha? When will we get to see it in action?
This Alpha version will be compromised of two “phases” of one of the early levels in the game. We'll be going more in-depth on the what, how and why of these “phases” in a development-post very soon. After some discussion, we've come to the conclusion we'd like the feedback to start from the get-go, as soon as we have something that is playable, and so we'll be making this Alpha version open and public. Not only that, but it should coincide with our pre-campaign with the Square Enix Collective Initiative, giving you one easy place to vote, give feedback, check out the vision we have for the game down the road, as well as what's already playable. Right now, we can't tell you when the pre-campaign will be as it depends on the pacing of development.

Okay, so until then, what can we expect?
In some upcoming news we have stuff we want to show and we will do it as a Development Spotlight-Series where we focus on one development phase at a time and really get in-depth, and that's where the Level “Phases” will come in. That way we can show you what goes on from the inside and tell you a bit more about how the team works. In the near-future we will set up live Dev-Streams with Q&A where we can answer questions in real-time. We want to hear your thoughts/feedback on the game as your engagement will influence the development of the game! We'd like to emphasize the importance of internal and external feedback, we are doing this together! That's what the Pre-Campaign we have planned is for, mainly to explain our vision for the game and be able to mold it from an early stage to what gamers such as yourself want. We play games too, we're avid gamers, we play a lot of games and think “Well, if this had been done that way, it could've worked better”, but in the current generation of gaming, of development, and the whole experience that video-games bring, internal feedback isn't enough anymore.

Sure, sure, but WHEN?
We're looking to start these spotlights and possibly the Dev-Streams towards the end of August, which should have the series coincide with our pre-campaign, and continue after as well.

About Social Media pages:
As you may have noticed we have done some changes around our social media channels. We decided to change our Twitter name and handle to have it more focused on the current game in development instead of the studio. We're starting a Tumblr to expand and get more news out to more people. And finally, our Facebook which has been very Studio-oriented will completely switch to our Aeon Chronicles: Faded World Episode Facebook Page, it's new though so we need YOUR help to get the number of likes up again. We managed to gather a couple hundred on our Cat in a Hat Facebook but unfortunately for some reason we cannot change the name.

If you want Studio news, don't worry, as we'll always include internal news on our News-Posts on our website, just like this one. You'll find links to our Social Media Channels around our website(lookout for the icons), and follow us!

Phew! This news post was larger than the previous ones, but we also had more info to give out! We hope you're still with us and looking forward to the great stuff that's coming!

Catch you later! Dalton

CreaByte Studios is incoming!

- Published by Tibs

Hey all, just a quick update!
We're currently going through a Studio name-change on all of our social platform pages(with news ones to announce), our website, along with other places on the web, so anything you see by Cat in a Hat Studios or CreaByte Studios, pay attention because it's the same team :) A news post will soon be up explaining the name change along with some more dev news!

Tibs

Community Manager(Dalton) Introduction & Upcoming News

- Published by Tibs

Screenshot_1


Community Manager Introduction & Upcoming News


Hey guys! I'm the new Community Manager on the team, and first of all I'd like to introduce myself, so you know a bit more about me. I'm a 29 year old swede who likes gaming and readi..

You didn't come here to read about how I spend my evenings did you? :)

- for real though, I love gaming and have been playing games since I can remember. When I got older I got more into how the players can be a part of the development, both unintentionally and intentionally (through direct feedback).

My role here will be to handle all social media channels to keep a dialogue with you readers and to provide the developers with your feedback and input. That way we can collaborate and make a great game, together!

I'm really looking forward to having discussions with you guys and hearing your opinions. And don't hesitate to ask questions! Oh and by the way, my name is Peter. Or Dalton when I'm online.

Development-wise we have a lot of interesting things coming up! We will keep you updated with the latest news and features on a regular basis. In upcoming blog posts we will have a series where we highlight different development areas, like game mechanics and artwork, and go more in-depth about what we are doing, how we are doing it and so on.

I wouldn't write an introduction post without including a sneak-peak now would I? So here's something that Ethem has been tinkering with! Enjoy!

http://www.aeonchronicles.net/xtra/ParallaxTest1/

Remember to follow us on Twitter to get the latest news and don't miss #screenshotsaturday for your weekly dose of screenshots!

Website - AeonChronicles.net

Twitter  - https://twitter.com/Aeon_Chronicles

Until next time,
Dalton

Fps Shooter.

FPS Game - Published by GameSquad

Schermafdruk 2015-07-17 05.04.58

Hello guys,

Probably you all know that for now we are small but we are huge Fighters and we never give up. Driven by succes, joy and motivation we keep on working slowly but with steady steps time by time, we already have a build of the map where you can walk around and c what the idea is and what the theme is more or less.

I like to make a build so you guys actually really know what you are working on.

Building preview3

Maybe you already know and maybe not but till now we are a 2 man army :P working hard to get this game actually finished and be proud of what the team could do and have fun with it and at the end ofcourse make some money with it. We really need help here guys :)

Members till now:


  • 1 Composer

  • 1 Sound Engeneer

  • 1 3D modeler: Props and evironments (me)


Just want to make something clear: EVERYONE IS IMPORTANT IN THE GROUP! EVERYONE IS EQUAL SO BE KIND TO EACHATHER PLEASE.

Schermafdruk 2015-07-17 05.48.28

 

 

Hello world!

FPS Game - Published by GameSquad

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Hello world!

MOW - Published by Feng Pan

Welcome to Ludust. This is your first post. Edit or delete it, then start blogging!

Soulscape Development

Soulscape - Published by Niko Cummings

I wanted to make a game that gave you that old nostalgic feeling you would get as a kid while playing games like runescape classic and old 2d mmorpgs. I Also cannot stand playing eclipse games that use rpg maker graphics. So making something that stands out from the group is something I have been wanting to do for a while now. I am not a professional graphics artist, this is something I just do for fun, but I do love how this tileset has come out. Thus Soulscape is born.

Update on the project

Ursine Peninsula - Published by Dan

Script writer is back from vacation, assets are being purchased and our 3D artist is working on the small items from the concept art. Sounds and music should be well under way now or soon and I will be starting a demo level.

We will be discussing kick-start rewards over the next few days

Welcome to The Ursine Peninsula

Ursine Peninsula - Published by admin

Finally I have access to my own blog, updates to the journal will be as often as I can spare.

Hello world!

The Spirit of Tayap - Published by Galejade

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Okay, 15th gm(48) is done

One Man Army - Published by Ckau

My entry is Endless War game.

Now I might get back to this game jam entry, maybe I'll finish it.

Well, I've got a news

One Man Army - Published by Ckau

Bad news - I still got no job. Damn it.

Bad news - there's almost no time left, and it's only one scene (out of five) done.

Bad news - there's still only some placeholding music I've made in 15 minutes.

Good news - I still have a time, and a brand new pack of coffee and cigarettes. This night gonna be soooo loooong...

Time is running out!

One Man Army - Published by Ckau

O M G !

 

We got a scenario, finally got an artist - but game is still deeply in WIP! Fork!

New member! Woohoooo!

One Man Army - Published by Ckau

Awesome! @Sajarin joined project as a editor + writer + narrative genius.

 

That's a 100% win in this Game Jam! >:D

Okay, I'm doing something.

One Man Army - Published by Ckau

Yeah. I've choosed topic, mechanics, started making soundtrack, and stuff.

 

Here's some nice screenshot of intro reel. Like it?

 

Made with GameMaker Studio.png

Well, Jam is here.

One Man Army - Published by Ckau

Starting some "hacking" now. Not much to show, but here's what I've got so far:


  • Game gonna consist several minigames

  • Game gonna be sad (maybe with several endings)

  • Game gonna be kinda based on my life experience


 

Hooray! Some obvious things posted! Now, back to work.

 

PS. Still got no job. Just called some guy from a company I've sent resume to - they declined my offer.

About the Game

Blacklight Office - Published by Feilong Yang

 

Aren't mysteries just the best? I can't hide my fascination with the genre - from the classic storylines of Holmes and Poirot to ones that grew up with me like Detective Conan and Kindaichi Case Files. I can even recall writing a mystery centering a kid detective troupe in elementary school - but that's a decade ago, and after spending several years learning art and design... and playing a lot of video games - I think I can see the outline of something... very exciting.

Blacklight Office will try to introduce a new, intuitive and fun logic system, combined with a beautiful setting and unforgettable characters. It's an ambitious target, but that's where all good things start, right?

devart

Level one underway!

Time-Bot - Published by Chris Wynn

I am currently a decent way through creating the first level in Timebot. This is as in the platforms, the enemies, and the programming for them. A lot of the rough starting programming such as movement is done so it shouldn't be horrible to create levels. Our composer is on the job as well, creating the soundboard. The only thing we need is a pixel artist and once we find one we will have all the skills we need to really get this project to come out great! Please don't hesitate to apply for Timebot if you want to help out!

Hello world!

Convergency - Published by Mike

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Dev Log #1

Iridescence - Published by Gabriel Loza

Iridescence is a story driven, point and click, sandbox. This is a tale of two estranged university students (Jonathan & Sydney) who wake up and realize that they can visually see what other people's auras (intention v emotion). As they progress through their day, they realize that there is more to this ability than meets the eye. Sinister (?) things are working in the background.

Finished work:
-Title Screen
-Jonathan/Sydney's Walking Animation
-Basic game scripting
-Theme Song
-Basic Plot

To be done:
-Script
-University Backgrounds
-UI
-NPCS
-A lot More

Unity vs Duality

Iridescence - Published by Gabriel Loza

We have taken the steps towards migrating all of the work we've finished to Unity. As it turns out, Duality is not optimal for our project due to a lack of documentation and feature support.

Rad Men Assemble!

Iridescence - Published by Gabriel Loza

Our team for the gamejam is now complete:

Peter Devita: Music Lead and Code Assistant

Mikhaela: Script Writer

Tomek Zając: Code Lead

Gabriel Loza: Art Lead

Work hard everyone!

Shaw's Nightmare II development history so far

Shaw’s Nightmare II - Published by Michael Muniko

I started Shaw's Nightmare 2, shortly after releasing v1.2 in January. Initially I had only a few levels.  I looked for help to help finish the game. Emeric Alizond came in but he delayed and eventually left. I am currently looking for new levels. I have completed 19 levels and I need somebody to help fill in rest which is 13. For more information contact me.

Features (compared to Shaw's Nightmare):


  • 30 levels plus 2 secret levels

  • New monsters

  • All new music!

  • New sound effects

  • Tons of new graphics!


 

 

Hello world!

Shadow State - Published by Dan Carter

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Hello world!

Random RPG - Published by GL Ace

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Hello world!

Mythomane - Published by Elm

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Hello world!

IndieWolf Gaming - Published by IndieWolf Gaming

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Hello world!

cyberbitgame 2d - Published by cyberbit

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Hello world!

Extreme Bowling - Published by GameSquad

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Hello world!

Fantasy MMORPG - Published by el_coyote

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What is Black Sands?

Black Sands Origins - Published by manuel godoy

 

Black Sands is a new visual novel series about the world as it was around 3500 BCE. Earth has been in surveillance by an alien species for many millenniums when an alien engineer is sent to Earth to help the primitive species advance. This becomes problematic though because they can only go the speed of light, making the trip take thousands of years.
By the time this alien arrived, humanity had already self improved but the alien and his entire species lack free will in the human sense. They all cannot deny their purpose in life and thus, he continued on with his mission regardless if it was needed or not.

This Alien’s name was Nun and he experimented for years trying to create representatives of the race to go out into the world and teach culture to the humans. Unfortunately, those experiments proved to be failures as the three dominant races that survived his experiments turned on humanity and send the world into chaos.
The Anunnaki enslaved most of the human presence in their regions. The Titans grew mad with power, destroying all humans in Greece and creating their own alien races to replace the populace. The Deva took over the east and waged war against themselves to the dismay of the humans that followed them.
This utter failure caused Nun to pity himself. Then he received a message from an old friend of the Titan bloodline that renewed his hopes.
The new mission was not to teach humans of civilization. It was to create empires that could fight back against the ancients. Of this, he made new beings. They had power like the aliens of old but lacked their alien appearance or long lives. They were true humans and were raised as such. Of this, Rah was the first.

He and his kin would soon become the saviors of this forsaken world and Nun can have his redemption.

GENRE and NOTABLES


  • Adventure

  • Visual Novel

  • Mystery

  • Mythology

  • Ancient Aliens

  • Brutality

  • Dark Love

  • Psychological thriller


INTRODUCTION

spaceship

Many millennia ago, there was a being of otherworldly origin sent to Earth to Engineer humanity to a higher calling. Earth had long been a place of interest but the population of Earth seemed primitive and destined to be nothing more than tribal savages. Thus Nun was sent to “help.” It took thousands of years to travel from his origin home. He was placed in hibernation during this time…

Nunwaters

In the fourth millennia BCE he arrived. His people worked in four dimensions and his ship tore a hole in ours, creating a rift somewhere in the cradle of life, Canaan. He rose from the liquid of his ship recovering from stasis and once he regained his memories, he put himself to work. His first task was to see the state of humanity.

Nunportal

He summoned a great spirit known as “The Eye of Oblivion” which sees all and knows all. He used this eye to log all the information about the tribal groups of primitive man. To his surprise, humanity did not stay in tribes. They actually advanced in culture, creating small towns and forming groups. Nun contemplated on whether he should interfere but his connection with his people was severed and unlike humans, they have no means to resist their purpose in life.

Nunoldgods

Nun continued his mission by creating overlords that would push humanity toward greatness. These overlords were not of Earthly origin however. They were that of the Maker. Alien in nature and immortal. They left the rift to seek humanity and bring about a new age of prosperity and development. Sadly, things were not destined so…

Nunbaby

That was a millennia ago, but now in the third millennia Nun decided to make a completely different class of leaders. Of this, Rah was the first. Rah was not much different from humans but he did possess power humans do not. In time he was given brothers and a sister.

They all grew up together. Nun watched carefully as he never saw humans develop. Simple things like learning how to talk perplexed Nun and revitalized his aged body. Over time, he noticed that the children were more prone to violence and combat then normally expected. Nun knew that their otherworldly potential would manifest itself over time.

Rather than rush this change, he allowed them to reach the age of ten before ever training them in the art of war. Of the young, Rah stood out as the leader and unnaturally indifferent to everyone. Nun noticed there was something wrong with the child and that it probably was his fault as the creator, for he had never made a human before. None the less, he watched carefully to see what the boy would become...

That was many years ago…

MAIN CHARACTERS

 

Kickstarter Gilgamekh

 

Kickstarter Apedemak

 

Kickstarter Amesemi

 

Kickstarter Rah

BONUS IMAGES

GilgamekhHorse

Rahwolf

The Three Kings

Follow us and leave comments, questions, and critiques. Hope to hear from you soon!

http://blacksandsentertainment.tumblr.com/

https://www.facebook.com/BlackSandsEntertainment

https://twitter.com/TheBlackSands

http://www.indiedb.com/games/black-sands-origins

Black Sands Origins Black Sands Origins

SUMERIAN LORE IN EGYPTIAN CANON?

Many know him as Gilgamesh in Sumerian legend but few know him as Gilgamekh, brother of Rah, Apedemak, and Amesemi. In Black Sands, the origins of the three kings is told in a midrash in which the myths, legends, and history of the numerous dominant cultures in the region are combined into one immersive experience.

As such, what you know of Gilgamekh is partly true but has not yet come to pass in our story. This is about his upbringing and complicated relationship with his kin.

GILGAMEKH, THE WHISPERER

"Kindness will get you know where in life." Gilgamekh, Black Sands.
Gilgamekh Screenshot

PROFILE

Age: 17

Fighting Style: Mounted and ranged.

Alignment: Chaotic Neutral

Affinity: Persuasion

Weapon of Choice: Whip

Likes: Deception, Lying, Adventure, Passion.

Dislikes: Honesty, Commitment, Sacrifice, Principle.

Gilgamekh is the third "son" of Nun. In his youth, Gilgamekh showed an unparalleled skill at telling stories and causing mischief. It wasn't long before Nun noticed his gift of deception wasn't just a personality trait but also his soul affinity.

As he matures, Gilgamekh starts to understand his power over others. At times you seem him use it on his friends but most of the time, he prefers to manipulate people without his power. During mount training, he grew fond of his horse Sisu and developed an intimidating fighting style based on harassment. He used his whip to slash at enemies and strangle them while his horse kept them at distance and dragged them to their deaths.

While Gilgamekh is a skilled melee fighter, he does not wish to break a sweat. His life goal is to talk his way to the top of an Empire while everyone else is busy fighting each other.

Gilga and horse
Gilgamekh seemed to have been born in the saddle, as his kin would say. His skills in mounted combat are second to none. Even though he wishes to avoid a fight as much as possible, once he gets on his horse, he become a vicious master at arms.

How will his legend be told? Find out by following Black Sands.

Glgasprite

Official Page

http://www.indiedb.com/games/black-sands-origins
Black Sands on Facebook

The Three Kings

Black Sands Origins

Black Sands Origins

Hello world!

Black Sands Origins - Published by manuel godoy

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The CiaH Team Says Hi!

- Published by Tibs

Hey all, we're CiaH(Cat in a Hat) Studios!
We've got some exciting updates coming up as we get closer to July and August, including Dev Streams, Alpha footage trailer, and our pre-campaign with Square Enix!
Follow us on Twitter or Facebook for quick updates, and check our website regularly as we'll be updating it with news posts:
AeonChroniclesWebsite

We'll also try to update our Ludust blog as we can, to make sure those who don't know about us stay in the loop.
We're happy to have found Ludust as we've actually been making a few contacts and even finding new members to speed up development!

You can also check info on our project on our Ludust project page!
And don't be shy to say hi :)
CiaH

Hello world!

Saerratio - Published by admin

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Hello world!

Red Rails - Published by admin

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Hello world!

Saerratio - Published by admin

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Hello world!

Ursine Peninsula - Published by Dan

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Hello world!

Red Rails - Published by Milo de Korte

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Hello world!

Mushassins - Published by ken clinton

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Hey Lovers of gaming

D.F.L (Dying is for Losers) - Published by Emmanuel Gacheru

Welcome to the D.F.L. blog if you want to work with us on the project go to : Click Me

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Star Dogs - Published by Chris

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Hello world!

Dawn of Ascension - Published by Shona Feltham

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Creating the scoring system.

Solar Ascension - Published by furibaito

Scoring system is one of the most fundamental aspect of any SHMUP games. The main objective is always surviving and progressing to fight the boss like in the most games. But achieving the highest score possible feels like a intriguing challenge.

Making a balanced and fun scoring system is a bit complex sometimes. Most SHMUPs have their own scoring system. DoDonPachi, Touhou, Geometry Wars and Ikaruga have a different scoring system.

There are many unique scoring addition that you can observe. Grazing is one example. Grazing is when you almost get hit by an enemy bullet, much like a near-miss. One of my favorite SHMUP, Touhou has this as one of the major scoring factor. This encourages the players to play aggresively. And this really fits well with it's bullet pattern style that fills the whole screen with bullets. As a player I felt this is a great scoring system addition.

I've considered to add grazing before. But I realize it does not fits well with my gameplay style. First, Solar Ascension is not one-dimensional shooting SHMUP. Grazing needs you to focus complete on your movement. It will be too hard for players to graze while maintaining their firing angle. Second, Solar Ascension is not bullet-curtain styled SHMUP. Bullet curtain is when the enemy bullets fills the whole f*cking screen with a very slow movement. It's much more easier to graze in this situation. But in Solar Ascension, your screen wouldn't be covered in bullets. But the enemy bullets has a faster speed overall. I designed them this way because in Solar Ascension the players can actually move freely in the map, not only move freely in the screen. If I were applying the bullet-curtain style, players would just camp in the borders circling around the map.

So what I decided to implement is a quite simple scoring system. I borrowed some of DoDonPachi scoring system. In the game, killing enemies fills the Combo bar based by how strong the enemy you just destroyed is. The larger your combo is, the more score you get when killing another enemy.

So in Solar Ascension, enemies has their fixed 'value'. This value is used in 2 mechanism, the first one is when spawning groups of enemies. The system calculates the enemy values to prevent 5 strong enemies spawning in a same group. The second use of these 'values' is for the scoring system. Every time you killed an enemy, the value of that enemy is added to the variable in the memory. If the variable value has reached a fixed amount, you gain a chain-multiplier. Further enemies that got killed were multiplied by this chain-multiplier. When the player got hit, they lost 33% of their current multiplier, with a minimal of 3-chain-multiplier lost. When the player got destroyed, the multiplier is set to 0. This is designed to make it rewarding for players to evade the bullets and not getting hit.

Another thing I've implemented is a simple multiplier on what wave you're on. So if you're on wave 16 you'll get 16X multiplier. This multiplier will be added with the previous multiplier, chain-multiplier. This is designed to make survival at later levels more rewarding.

 

 

The early age of Solar Ascension

Solar Ascension - Published by furibaito

Hey guys!

After months of development, I decided to start writing the development blog for my first game, Solar Ascension. I know that this is way too late, but it's better than never don't you think? And at this first blog post, I want to tell you a story on how this game project created.

Solar Ascension is my first big project. Currently I'm in my High School graduation holiday, which is around 3 months. That is quite a lot of time. So rather than spending time climbing to Challenger in League of Legends (Karthus freelo lolololol), I want to spend time learning programming for my future career.

But! Programming itself is boring. Really. Boring. Who cares about this machine that with 'Algorithm' that could handle enormous datas? Not me. So I get to mix programming with gaming, which comes into Game Development! With Solar Ascension as my first project. I have this special philosophy of mine, that I need to do my best in my first time in anything that I got passion into. So I don't want to start with another flappy bird clone to adds up to the Worldwide Bank of Flappy Birds Clones (Seriously there are TOO MANY). I want to make something that I really like, even though that I know it won't be easy. But of course I don't think about creating something enormously big like GTA V, Assassin Creed or MMOs (Which many 'passionate' newborn gamedevs really excited with!). I want to start with something big with a solo developer scope. So then another top-down shooter was born! Why top-down shooter? First, I like games like it. Second, it's easy to make.

At first, the game environment is not space. Even the name isn't Solar Ascension. It was DroidWare. Because it was planned to be a war between tank droid (The player) with walker droids (The enemies). Yeah, top-down tanks shooter. I've learned (Read : Copy/Pasted) some basic C# scripting in Unity to make a rectangle moveable with WASD. And OMG! It works! I have to say that the first few weeks are the hardest. I don't know anything. I was faced with everything. Making a game is not as easy as I think. Every little thing matters. I almost cried back then. I was thinking to sell lemons instead for my future. But hey, **** the lemons! I've wasted some precious gaming hours downloading Unity. I ain't gonna make that potential League Points sacrifice a waste. So I kept going slowly... slowly...

Until I found another wall. Art. Okay, now I got a white rectangle tank with a white cannon on top of it that shoots marshmellows to the cursor.

Would people like to get this game? Oh hell yes! They would like to get this game into the recycle bin. With a letter to the developer (me) "gr8 game m8 i r8 8/8 no h8". I'm poor. Not really poor, I live in my parents home and have money to eat but relatively poor. I got no money to hire people to do some art. So I had to made it myself. Sorry I've removed my game build at this stage so there is no screenshots. But to describe, the art I made is worse than a simple white rectangle. So I go look for free for comercial use art at the Open Game Art. I had no luck finding some good top-down tank sprites. But got some few good sprites for space-themed art. So I decided to shift into a top-down space shooter.

That is it, the game graphics at January 2015. It's something at least. Until I found the Asset Jesus, Kenney!

Whoever are you, Kenney, I love you! This guy provides great sprite graphics with CC0 license! Look at the game sprites now, beautiful isn't it? It's all thanks to you, Kenney! I also changed the project name to Solar Ascension. Because DroidWare is more suitable for softwares I think lol.

So after I have the art wall broken, I can get progressed quickly into the game development. Since then, many things has changed and I've learn lot of things. Almost all the game scripts are made by myself. And now, the game is almost finsihed soon(tm). I have a high hope for the game!

That is all for the story of the early ages of Solar Ascension development. Having a good time reading? Thanks then. If not...

Hello world!

Inferria cRPG DevBlog - Published by Jordan M

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We have programmers!

Flight simulator - Published by GameSquad

Hi guys,

We already got 3 programmers and couple of voice,music artist and 2 3D modellers!

We will start really soon, we will start with a easy game to get to know eachather, Ball madnes will be the name. Its a simple game with a ball tha rolled away int eh night when sleeping.. He has to find his way home so he can be with his family again but he has a long and dangerous way to go, will you help him to find his family?...

If we make this game and everything goes good.. we can keep on working togheter, after this we will know who wants to stay and who will not.

After this project we will start on the Flight Guard game! So give the best you can, be friendly and we will be the best there is!

Becouse we have allot of composers and related to it we will have to c how many of you guys we need.

 

 

 

Waiting for a programmer.

Flight simulator - Published by GameSquad

Hi guys you all know that till now we have 7 members, most of them are AL sound or music engineers...

Im happy that you guys like the idea for this game, but......

We can't start the development of the game without a programmer! Thats why i still didn't gave you guys something to work on.....

Some Background

Project Era - Published by Ethan Clark

"Joey, Tia, Peter, and Rico."  -The four main playable characters




 

Since Project Era began in 2012, some background may be necessary on why things tend to take longer with this sort of project. I hate using the word "ambitious" because it's a red-flag calling card for developers, but it really was back in 2012. One of those projects that spring up every week and get taken down a week later.  It had a rough team setting, no real organization, and was in general a doomed project. But thanks to some learning experience on my part, some dedicated and talented team members (you have to have both qualities), and organizational know-how, Project Era was sure to stay. And I can assure that it will stay until its release.  So much work and effort has been put into the game, it really surprises me sometimes just how far it has come.

The story has been written out to over 5,000 lines of dialogue, with some minor scenes left to go, and we've completed 20 songs of our 100 song soundtrack. They may not seem like accomplishments, but to this developer they mean everything. A finished script will gain the interest of some composers, some great music will net an intrigued programmer, and a well-coded game will give way to excited artists. Ever since the beginning this was my mindset, since being a volunteer based project made it difficult to convince people that this was going to happen. Now everything seems to be falling into place, and I can thank Ludust for some of that. I also have to thank the team, whose efforts and time given to this project have helped it enormously. Of course there's much background and many things that I choose not to cover here (for being uninteresting mainly), but for going through this I'd like to share with you some music selections, as I think it's one of this project's best areas.

As the game's plot revolves around time travel through four different eras, each era has its own musical style. I've shared a track from each today. If a track appears in more than one era, it has to be done in multiple styles; I've shown that here with the "Melee" tracks, our main battle theme.

Ancient Era (8Bit) - "The Ancient Tia" - By Jack Mackenzie

https://soundcloud.com/wheatthinethan-1/the-ancient-tia/s-b99Bi

Recent Era (16Bit) - "Recent Melee" - By Jon Bash

https://soundcloud.com/wheatthinethan-1/recent-melee/s-mmUaz

Present Era (Reg.) - "Houses of Reynold" - By Andy Scott

https://soundcloud.com/wheatthinethan-1/houses-of-reynold/s-hXuQ4

Future Era (Orch.) - "Future Melee" - By Jon Bash

https://soundcloud.com/wheatthinethan-1/future-melee/s-pU0G2

Hello world!

Apocalypse Neighbors - Published by Tristan Perquel

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Common Route in Progress

Scented Dream - Published by CrimsonMoon

We have discussed on the common route for the VN, and some of the branches of the story. We have also discussed some of the possible endings, but I'm not going to spoil them here, lol. xD

I'm in the process of writing common route. It's more than halfway done, so probably I can finish it soon. I'm sorry to my group because of the delays in writing due to me being busy with real life. x.x I'll try to finish writing it as soon as I can. :'D I'm writing all of it in Ren'Py to make it easier for programmer to code it in.

After common route is done, co-writer and I will split in writing the story. Both of us will write two character routes respectively. We will divide the work among us.

We still haven't found GUI artist, which is a top priority right now. If there is GUI and it's finished, our programmer can work on coding it directly into the game. I can try my hands on GUI, but I generally have little experience on it. I tried making custom GUI in my last game, but our programmer has to change it himself because I...have no talent in making GUI whatsoever, lol. xD So if we can recruit GUI artist who can make custom GUI, that would be great! The theme of the game is mostly romance, so GUI should fit with the theme. For now, I'm just using default GUI.

Hopefully, this week is more productive for me than last week. I know I can be a slow writer, but I'm doing my best to finish it. So wish me luck in writing, and wish our group luck in everything, it would be much appreciated! :D

Scented Dream is in Progress!

Scented Dream - Published by CrimsonMoon

This is going to be a visual novel with GxB pairing, and I'm contemplating on adding GxG pairing too, just one path though. So far, the progress for the story is about 10%, since I've written only 10k+ words. My aim is to write around 50k+, and no less than that. My first VN was around 30k+ words, written in a span of almost two months. So it's not a stretch to finish all the script in three months, I think.

I'm recruiting artists (GUI, CG artists, and possibly BG artists too) for now, and idea bouncers. Since our team consists of three writers already, idea bouncers may or may not be necessary. However, we'll still need editor/proofreader at a later stage, who are proficient and critical in grammar and overall fluency of the story and the script.

Issues aside, I'm glad I have a team to work with. :D I hope we can all make this work. *fingers crossed* I'm one of those people who will not stop what I start until it's finished. So I'm hoping this project will see daylight in the future. :D

Take a trip into fantastic.

- Published by David

Just finnished the official Interibang site and connected to our Facebook page! Getting pretty excited...

Engine Progress #1

Their Own Way Progress - Published by Kieran Tribe

Hi, I'm Kieran. I'm the programmer for Their Own Way. I'm currently working on the engine so that all of our team can just type in character thoughts and stuff to build the game, and boy is it a tough job.

I'm learning the SDL library for the purposes of this: I'm used to OpenGL or using something like Unity. It's a fairly easy to grasp library once you know OpenGL, but it's still a pain to get things to render. I'm still at the stage of learning advanced things in it, planning on starting actual engine-y stuff tomorrow.

First on my to-do list is to program the base for the game, and build the engine on top of that. It seems a strange way to do it, but this is built specifically for Their Own Way, and only needs features for that, so it'll be a drag+drop interface on top of the game, that I'll just lock when it's released. It'll all stay one program. Does that count as an engine? I'm not entirely sure.

I'm obviously going to need to render sprites, maps, etc, but then I'm planning on creating the basic AI for the people in the game, just working with movement to make it look like something humans would do, then build on that from there. After that, I'll add in objects and stuff, and set up a path-finding-esque system for the NPCs, then build the thoughts on top of that. The first set of thoughts to be implemented are going to be set by the team, but afterward I'm thinking we could go down two lanes, or possibly both of them. Randomness, or writing every single possible action. To keep gameplay going, we'll need a lot of actions, but randomness is a bit shaky. I'm thinking along the lines of having it 35:65 defined-randomness choosing the thoughts for the people... With a list of about 2000 or so for different verbs and nouns etc.

In terms of the other features, I've been talking to John and we're thinking about some other stuff, but it's still ideas floating in the air. We're thinking of having some sort of interactivity to drive the gameplay, instead of watching, that would be entirely optional - the game would function without it. We're thinking about this on two levels: interacting with the environment (with huge limitations in place), or interacting with the characters mentally, possibly affecting their actions and what happens to them in the long term. This would lead to an entirely new type of gameplay where you could change things that happen in the characters' life.

It's something to think about. What are your ideas?

Hey there!

Their Own Way Progress - Published by Rhinu

Their Own Way
Hi!

My name is John and I'm working with a really cool team to make a fancy pixelstyled game called Their Own Way.

It's about how everyone goes their own way and always has an objective. Even the smallest things like picking up your phone. Everybody does his own thing.

In this game you can see the objectives of these people. Watch over a busy street, a swimmingpool, an office? You see what they are thinking.

(NOTE: This is a work in progress and these are still ideas. There will be hundreds of thoughts and objectives and new user requested ones will be added every update. If you have anything you want to know or you want to join the team you can find us on Ludust!)

 

I heard a rumor...

Rumors of War - Published by Navezof

Welcome to the development blog of Rumors Of War, the visual novel hobbyist project I’m working on.

A visual novel is maybe not the most indicated genre for a game programmer. It has little game mechanics and the accent is more on the writing and the art thanthe gameplay. But still, always liked telling stories, and it is an opportunity to focus on the content rather than the mechanics!

This is also an opportunity to share my experience with a community. I hope it will turn out in something interesting.

Thanks for reading!

 

As a bonus, here is a sketch for a pseudo concept art. It is absolutely not representative of the final quality of the game ;)

title

 

Dark Horse, Dead City

Rumors of War - Published by Navezof

Rumors of War are set in the universe of Dark Horse, Dead City. It is a universe I have been working on since a long time. And, with each project I added a little piece of History, refining the one already existing, gave more depth to some events.

It goes like this :



“Suddenly, a huge fleet of gigantic spaceships fell on earth recovering the cities. Aboard where creatures wielding magical powers. Among them an Order of sorcerers and witches. Devoted to the True Humanity, they were disappointed with what became humanity. The started a crusade to erase this mockery of Human.

Humanity fought back, but was quickly overpowered by the magical powers of their opponent. Beaten, destroyed, humanity was forced to took refuge in the underground. Since then, they are waiting for a chance to conquer the sky again.”

The event of Rumors of War happens a few years after the start of the war. The story follows Sept a soldier lost in the underground of Paris. He is then captured by two young witches, who promise to free him if he manage to lead them out to the surface. It is maybe a chance to live, to kill, or maybe, to learn.

I would like to say more, but I will keep some surprise, and it’s also not written yet. :D