Video Updates! (Drops, Combat Refinement, Underwater Mechanics, etc.)
Sorry we’ve been so silent lately! We’ve been tinkering away at refining a lot of code and adding some more stuff in! Since GDC, that’s what we’ve been doing, albeit slower because a few team members had to travel for a bit, get things settled at home, and doing other shows and stuff. But we’re back at it full-on and ready to cook!
We’ll now be posting video snippets often that showcases and demonstrates all the detailed features we’ve added in the game. Like so:
This is what’s going on in this update:
- Drop System - There’s now a main reason to defeat enemies! Monsters will drop specified amounts of Cryamore deposits after you defeat them. You collect Cryamore to do all kinds of things, like selling for Ghil, Creating Abilities, solving puzzles, and more! It’s an infinite-specified type drop, but it won’t be a cakewalk to amass a fortune of Cryamore. They come in Pieces, Shards, and Chunks (not shown), and each has a specified value when you’re trading and creating. Some Cryamore can be worth more depending on the day of the week it is in-game, depending on who you speak to.
- Refined Damage Output on Weapon Attacks & Spam Filtering - The Power Gauge now controls complete 100% balancing for when you attack with your weapon. Spamming attack will output ‘0HP’ now. Enemies also won’t flinch every hit when you chuck away at them; if your Power Gauge falls anywhere below 50%, enemies will take variable damage, but won’t be flinched by your puny attacks.
- Projectile Deflection - This can only be done with specific weapons we have planned for the game (Sword, Axe, or Rapier). The timing is very strict (and hitbox too, depending on weapon used) so with all the different rates of speed with each mob’s special projectile, this will be hardly exploitable, but rewarding for enthusiastic players. This mechanic will also be used with some abilities and puzzles.
- Custom 2D Particle System - We’ve created a custom particle system specific to Cryamore’s engine. This allows us to employ a wide array of effects and visual feedback to the user.
- Underwater Movement and Engine - Esmy can now go underwater. She will be limited by default; she moves slower and can only hold her breath for a short amount of time (unless she has a specific Water ability in her possession). We can also control the water level and depths, allowing us to use water as a type of puzzle mechanic. It’s pretty robust.
Other than that, we are still pluggin’ away! We hope everyone is sitting tight! Thanks for the continued support!
Let’s Introduce C-Wars! A Rogue-like RTS, Guest Starring a Certain Cryatist…
Hey everyone! Today’s a big day for another independent developer, our friends over at Onipunks Studio!
They’ve just launched their Kickstarter for C-Wars, a cyberpunkish, rogue-like RTS, giving you freedom to explore the apocalyptic world of Luna in your own way, slated for PC, Mac, Linux, and Android. If they do well, they can even look towards getting it on 3DS and the Wii U. They’re well along, and need some help to get it completed. They already have a demo out you can download and try right here, so check it out for yourself!
The sprite animations are very sharp, fluid, and gorgeous, especially when there’s a screen full of them. So you can see the literal care and passion going into this game. And the combat system is very deep, and we’re totally liking what we’re seeing so far.
For all of our Cryamore backers, we have something special: Esmy will be a guest crossover character in the game!
Along with The Clawed Girl from They Bleed Pixels and Goro from Wooden Sen’SeY, these heroes are recruitable captains in C-Wars. They will also have their own bonus levels and very special events in the game!
So go check out their Kickstarter page, which explains more in-depth of what C-Wars is all about, and give our fellow indies your support! It is well-deserved from how we see it! In our opinion, if you have any interest in games like Super Robot Taisen, Fire Emblem, or even hints of Megaman Battle Network, C-Wars is a fresh title that’s right up your alley.
Windows Executable of Cryamore Prototype Demo
This is an extended fix for any Windows user experiencing the content error bug on the web player posted an hour ago:
Just click above, download, unzip and play away! Should fix all of the issues you’ve had since its running native on your machine. Mac folks should be A-Ok and not require a standalone executable.
Cryamore Prototype Demo!
***IMPORTANT!!!! For Windows Users experiencing the “The content has stopped because of a fatal content error has been detected” error message, we believe this is an issue related to Chrome or Safari. The game should play better/well on Firefox. So for now, play these Webplayer Builds on Firefox.
It’d also be best to close all other applications before playing it as it could also be memory-related.***
It’s that time! Here’s the 1-Month-developed public GDC demo that we scuttled together! You can play it online here in your browser right here:
For Linux users, you can download the demo here. (Please let us know if everything works for you, as we don’t have a machine that is running Linux set up at the current moment.)
If your browser becomes unresponsive while loading, just wait, it should load. You also may encounter lag based on your machine’s setup/browser. Please note that this issue or lag won’t occur in the final game as you won’t be playing in a browser.
This demo has an end.
Before playing, please read this information:
Disclaimer and Bugs You Might Run Into
As we’ve stated before, this was a demo practically developed within one month. We know that there are a lot of rough spots in regards to controls, mechanics, and how the abilities function. The primary purpose of the Prototype is to give you a feel for what you’re going to be getting yourself into! Whatever issue you find or have a problem with, chances are we found that same issue and we have plans to fix that exact problem you’re feeling a bit iffy about. So please, don’t take this demo as a final “end all, be all”, as we have a TON OF THINGS to refactor and refine. This prototype is just a smidgen of how much more we need to do. All comments stating minor issues that we know we need to refine and iterate may be ignored, so please don’t take it personal if we don’t reply to you. We’re already on it. :)
Here are a few bugs you might/will run across:
- The Infinite Rock Drill Bug: When you summon the Rock Drill, it just may join you on the adventure. Meaning, it won’t go away until you summon a new Rock Drill, which will also join you on your adventure. There’s no way of stopping this bug unless you restart the demo.
- Cryaspot in Basement Room 4 Won’t Brighten The Area: This is an issue with our shader code that we’re currently refactoring, nothing more.
- The Sickly Monsters in Basement Room 5: Right at the entrance of Room 4 to the north, the Gazer and Firebat are a bit sick and handicapped. They seem to have a laser and fire deficiency.
- Braxton’s Invisible Condenser: The Cryamore Condenser that Braxton drops may be there, or it may not. In either case, this doesn’t break the game and you will still be able to finish the demo. If it doesn’t appear for you and you hear the confirmation sound upon entering the room, check your abilities to see if you acquired anything new. This is a placeholder hack, which is why you may encounter this glitch.
- Gaps In Layout: You may see Esmy’s sword when swinging or a projectile cutting through a background element or the frame of the room. This is already being fixed.
If you have an Xbox 360 controller, go along and plug it in and play! If you’re on a Mac and have an Xbox 360 controller, please download and install this Xbox 360 Controller driver if you don’t have one before playing. And enjoy!
If you don’t have an Xbox 360 Controller or if you are running on Linux, here are the alternate keyboard controls:
- Enter Key: ”Start”/Advance Dialogue
- W: Up
- S: Down
- A: Left
- D: Right
- Esc: LB Button/Quick Select
- P: ”Y Button”/Cryability 1
- O: ”X Button”/Cryability 2
- I: ”A Button”/Action
- Spacebar: Attack/Swing Sword
- Once it’s running in your browser, right-click on the game and click “Go Fullscreen”!
- It isn’t explained properly, but you can mash the A button in this demo to find objects of interest. You can also heal your HP/EP at the Cryaspots in the demo. (Please note, that these mechanics are NOT how they will behave in the final game. They’re placeholder mechanics that we threw in for a quick fix on our tight deadline and to move the demo along.)
- Your abilities can also be used to attack if you know what you’re doing!
- Remember that there is an Art to Combat! Don’t just hack and slash, figure it out!
- Keep track if you have that Torchlight on! It constantly saps your EP while it’s lit!
Explore and Enjoy!!
So, GDC has come and gone, and Cryamore did pretty awesome! It was pretty cool having people come up to us and shout things like “Oh wow, it’s Cryamore!! I MUST play it!” It was also a treat meeting many of the people who backed us here on Kickstarter.
We were situated in the GDC Play room, and it was a calm and relaxed area. Everyone there, audience and other developers, were very friendly and enthusiastic.
The controller was rarely left alone throughout the whole week. There was always someone playing it, which we think is a good thing: We’re doing something right here!
And there were quite a few episodes where the crowd was getting too much to contain:
We met with some cool reps from Nintendo and Sony, (and some others we can’t mention now!) and they are also loving how the game is shaping up! We also met the creator of La Mulana and he loves how Cryamore looks and plays as well! This is going to be a good year, and we’re so ready to get back to work on the game.
Of course, we feel a lot of things weren’t perfect to show, but everyone else felt otherwise! All in all, it was a great showcase for what we practically wrangled up within one month!
If you notice in some of these shots, you can see quite a few updates since the last build you may have played. The GDC playable demo was technically about 15-20 minutes long, depending on how you played it. Of course, we had to employ a bit of last-minute tinkering prior to the show to make everything work, (and to make the demo longer, haha) but we worked with what we had at the moment.
Before you guys get to play it, we have to refactor a few things on the demo (like making sure a 360 controller would work on plug-n-play for you and editing things for keyboard layouts). We’ll be posting the demo publicly online for everyone else to play within the next few days, so keep on the lookout for it. You’ll dig the direction the game is going, we think.
Thanks again for sticking around, backers!
P.S. For our PayPal backers, we’ll round up all the emails and send out instructions for joining the Backer Forums as well this week. Stay tuned for that as well.
We hope everyone is doing well and staying safe out there!
PayPal Ending Soon - Forums - GDC - New Gameplay Footage
Hey everyone! It’s been quite some time since our last huge update, and a lot has happened since then! First, let’s begin with the essentials:
5 More Days For PayPal Support!
For all of the people who wished to back us but couldn’t during the Kickstarter, or who wants to help out now, we will have the PayPal support for five more days, ending on Friday. Be sure to tell your friends or whoever you told Cryamore about who’ve shown interest that they can still get some exclusive rewards via PayPal! Click here to check out the PayPal pledge offers! PayPal backers will get the same updates via our backer forums— speaking of which…
Backer-Only Development Forums
…has everyone who backed here via Kickstarter joined the forums? It’s pretty busy there, with the nicest people around! Be sure to join up, as we’re closing the registration portal on Friday! Follow the instructions from the previous (backer-only!) update to join. We’ll be sending emails out to our PayPal backers to join the forum after the PayPal support ends.
GDC is in exactly one week from now! We’ll be showcasing the game at GDC Play, Tuesday through Thursday. If you’re going to be there, be sure to come say hi and get a feel for the game for yourself! (With a controller!) For those who can’t make it to GDC, we’ll be releasing a public online version of the demo we’ve shown at GDC, so don’t feel sad (we’ll also make it so you can use a controller too!)
New Gameplay Footage
Earlier this weekend, Rob exhaustedly posted a work-in-progress of the demo that we’re fixing up for the following week (be sure to watch it full screen and in 720p to take it all in!):
Let’s explain a bit more in word format of what’s going on (and what’s been added since this video):
- Esmy can now use Torchlight in dark regions. We will have areas that are pretty dark and difficult to navigate without some use of light. Torchlight will also play a role in keeping you safe from specifically strong monsters later in the game.
- Cubic Ice can be used as a context item for the most part: dropping on switches to solve puzzles and the like. It can also be used as a weapon, as you can see in the video.
- You can see some of the mob AI in play here. If you’ve been following our past updates, you know that we’ve implemented a ton of different types of mobs to keep you thinking!
- Status HUD is working, and the Quick Select Wheel works now, in where you’ll be able to swap out between different abilities . You can see that we changed it, specifically because we needed to show more information to the player. There will be an additional Info HUD on the right side of the screen, allowing you to switch out between slotted items for quick use, instead of going to the menu each time to heal Esmy or use an Energy Drink.
What we are putting in now:
- Our event system has been implemented! We’re now adding voiceover that will accompany the dialogue within the events and contextual functions. And we absolutely love how it’s sounding so far. We believe you folks will too.
- We’re adding in the menu, where you’ll be able to check out all of Esmy’s stats and trinkets collected.
And some of our guest artists are already wrapping up their guest pieces for the artbook, and the concept art team is working hard on designs and such! Here’s Barachan’steaser:
All in all, we’re still very hard at work here. Just thought we’d let you know that. We hope everyone is doing okay out there and again, thanks for being so supportive of the game!