This week we’ve mostly done stuff under the hood (Steam, testing and tweaking), but we also mashed in a new system that’s long overdue. Since it’s a system that’s easy to implement and maintain (although mostly because Simon has been slacking off for long enough), we’ve “finally” added the Treasure Map system!

treasuremenu

When you buy or find a treasure map (currently, they are all bought from Simon) they will appear under “maps” in your journal. Here you’ll get a hint about the reward. Generic treasure maps are simply numbered, while more important maps can have names! Inspecting a treasure map will take you to a screen that looks something like this:

treasuremapexampleDisregard the text to the left – it’s drunk!

There are three types of maps. Firstly, there are screenshots of some location in the game that you’ll have to find. These are probably the easiest!

The second kind is what you see above: some kind of sketch hinting a location. These could be pretty straightforward, like the one above, drawn from a different angle than the game itself, or even something completely different.

The third and final version are treasure “maps” written in text! These are small stories or riddles telling you how to find a treasure.

xmarksthespot

When you stand on the spot where the treasure is buried (take or give 10 pixels), a pulsating X will appear beneath your character! Simply press the action button to dig up your well deserved reward!

One of the best thing about treasure maps is that they are probably the only thing in the entire game which actually takes longer for the player to finish than it takes for us to create… :P

Last week in the comments, there were some confusion regarding the Steam beta transfer, so here are some clarifications:

Who? If you’re in the Desura beta and you have posted a first impression, reported a bug or in some other way provided feedback* when we start inviting people over to Steam, you will get an invite. Also, we’ll invite some more people from the IndieDB registration thread. In both these cases we will send a message on IndieDB asking you if you want a Steam key! You should automatically receive an e-mail when we send that message. You can still post feedback (preferably on the IndieDB private forums if you have access) if you forgot to do it when you got into the beta.

* Making a video where we can watch you play is also a form of feedback

When? We have  a small checklist of stuff to fix, but fingers crossed we might invite some of you by the end of the week to test the waters, and the rest next week if the transfer goes smoothly. At that point we might send out a bunch of new invites as well.

With all the offensive skills in the game, we’re taking a break from skills before looking into how to spice up the supportive ones. Instead we’ve done a bunch of quality of life-improvements to existing systems. One of the more visually interesting of these changes are the new critical strike indication!

crit

Before, critical strikes were displayed as regular damage numbers that blinked white at the beginning, which was difficult to see if you didn’t know what to look for. These fancy new animated numbers, however, should be hard to miss!

Another thing we’ve been working on is Steam integration. Don’t read too much into this; this is not in preparation for an imminent release, but we want to start migrating the beta over from Desura.

steamlol

While Desura has been great, there are certain limitations with the platform that makes it sub-optimal for running a beta. The biggest disadvantage compared to Steam is that all uploads to Desura must be approved, which is a process that can take several days.

The Desura staff has been really cool about pushing our updates quicker than that in emergencies, but it’s still not as good as the instant deployment available on Steam. Steam also saves all revisions, making it possible to rollback to an earlier version should we accidentally upload a way too broken build.

Another advantage is how easy it is to have a primary and secondary branch for the game. This means that we can have one stable release, and one “in house” build with very new features. Right now we only have one branch, and thus the updates are few and far between since we don’t want to break the game. With an opt-in superbeta we can have dedicated players testing the brand new features and not just ourselves and our close friends.

steambeta

Now some of you might be wondering what happens to the existing testers and, of course, what about the thread on IndieDB?

Of course, existing testers will get access to the new version! However, this only applies to users that have posted feedback in the forums or have been making videos of the game (you are safe, IHeartPie)! In other words, people invited to the beta that hasn’t given anything in return will no longer be receiving updates.

Regarding new beta invites, we will still be sampling from the IndieDB thread, only we’ll send a message and ask for your Steam account name.

While there were certainly a bunch of you who liked having HD portraits, the majority seemed to prefer the portraits matching the native in-game resolution. We wanted to keep the new look, though, so Vilya made a down scaled version, which can be seen below. We’re quite happy with how it turned out!

portrait2

Some of you were concerned about the portrait and sprite not matching each other. Don’t fret! This blonde young guy isn’t your father, but a fellow collector :)

Here’s a little teaser gif from when you beat a floor in the Roguelike! Your performance is graded, and you’re given a large score bonus based on how well you played, and how many rooms you braved. This is for the first floor, which explains the relatively few rooms.

Floorclear

The quest for the flavor animations is an ongoing and seemingly endless task, but Fred keeps hammering away at it. The Collector’s HQ has been the main focus this week as well, but some of the local Evergrind residents have also been given some love.

WindowTeacherPat CartWalkStone

During the past week, the Roguelike Mode has continued to get some development love, and we’re out for some feedback once again! We’ve been discussing and implementing persistency of the Roguelike, and come up with a little town called Arcadia.

arcadiaSmall beginnings!

The idea behind Arcadia is to give an anchor point between your runs. In the screenshot is a basic version of the town, but as you progress through the mode you’ll unlock town improvements, both functional and purely cosmetical. Let’s break the major features down:

Essence of Grindea

Essence is a roguelike only currency used within Arcadia. You’ll find it as rare drops from monsters and bosses, as well as rewards for quests, accomplishments and at the end of runs. Needless to say, all essence collected will go into a pool that’s not limited to a single character!

Perks

Perks are tiny advantages you can unlock and equip to boost your chances. While we’re planning to add quite a bunch of these, you can only have three equipped at one time! Examples of perks are starting items, a small sum of money, a skill point, slightly better drop rates, and so forth. In the screenshot, I’ve equipped a perk letting me start with a Squire’s Sword instead of the Wooden Sword, giving me a slight early game edge!

Quests and Achievements

Quests work a bit differently from the regular game. You can only have one quest active at a time, but you can change and remove the active quest whenever you want. While a quest is active, the roguelike mode is changed in some way. For example, if a quest NPC asks you to “defeat the Pumpking in Pumpkin Woods”, a Pumpking (it doesn’t really exist – yet) will spawn as a boss or a challenge. Perhaps a quest is a challenge to reach a certain floor with no healing whatsoever, disabling healing in runs as long as the quest is active! Quests will never make a run easier, so you can’t use them to unfairly boost your score.

Achievements also exist in the story mode, but as with quests they work a bit differently. While they are character based there, in the roguelike mode they carry over between runs and give rewards relevant to the roguelike. An achievement might be to reach certain floors without taking damage, beating high score thresholds, or completing difficult challenges.

Transferable Items

Transferable Items are things you unlock which can then be redeemed by your characters in story mode! This will probably mainly feature cosmetic items — especially viable with the new style slots — but we could technically also have genuinely powerful equipment transfers with level restrictions.

Please let us know what you think, and don’t hesitate to share your ideas!

No weekly recap is complete without some moving graphics from Fred, so to tie the topic together, here’s a new level up effect for when a player… yeah.

LevelUp2

PS: We made the Slime Hammer wobble <3

This week we decided to backtrack and polish parts of the story mode in preparation for a future demo! Our main focus has been to tweak smaller things here and there as well as fixing bugs, but we’ve also been adding some new features such as these long awaited style slots:

Stylish!

The idea behind the style slots is to allow players to show off the gear they think look good without sacrificing combat potential. In the screenshot above, I felt the Bandana and Glasses had better stats, but I preferred the visual appearance of my Straw Boater and Blindfold. Style slots give players the best of both worlds!

There’s also a bunch of weapons being added, with a focus on two-handed weapons as they’ve been heavily underrepresented as of late. Below is a simpler version of the Axe from last week, as well as a Spiked Club and the wicked Slime Hammer:

Axe SpikedClub HAMMER
Lastly, we’ve been making a bunch of new items to balance what you can buy in the stores. Here’s a sneak peek of a couple of hats and facegear which you’ll be able to equip in the near future:
headgear

Now it’s back business! See you next week :)

As the game has grown larger, the need for a quicktravel has become more and more apparent. We’ve always planned to include such a system, and since you need it to travel back and forth to the flying temple now was the time to actually implement it!

In order to get a neat looking and functional interface for the quick travel, we also needed another detail we’ve postponed for a long time: the World Map!

mapa

At the start of the game, you can only see Startington and Pillar Mountains, but as you visit new areas the fog disappears and you can view them on your World Map. During your travels, you’ll also run into so-called Teleport Plates.

teleplate

By stepping on such a plate, you’ll activate it, adding a new quicktravel node to your map! Afterwards, you can visit the map to create a teleportation field to that location.

Teleport

You can’t teleport at any time, though. For example, you can’t teleport when stuck in a challenge or fighting a boss!

Gamex was a total blast! Watching people play was great as always (and a sober reminder that not everyone is as good at video games as our beta testers), and we were even lucky enough to meet some fans (and gain some new ones)! Thanks to everyone who showed up :)

This past week, we’ve been a bit all over the place, fixing some details we noticed people having trouble with at Gamex, sketching up some of the final charge skills, and so forth. The coming couple of weeks, we’re going to focus on getting everything done on the two new areas so we can finally patch that in and let our beta testers sink their teeth in it!

One of the major things we’ve worked on is updating the gamepad support to how the game has evolved. The game actually started out with proper gamepad support, but after some major changes to the gameplay it fell behind and needed an overhaul to catch up.

When playing with a keyboard, you assign hotkeys for your spells and use those. There are not quite as many buttons on a gamepad as there is on a keyboard though, so we needed a different solution than just mapping the skills to one button each. Instead, we use the left and right triggers to switch between skill sets. This way, the four buttons (A, B, X and Y on an Xbox-controller) effectively become twelve!

The screen above depicts the equipment screen when using a gamepad. Instead of two rows, the quickslots are now separated into three groups: no trigger, left trigger and right trigger. In the example, we’ve separated the potions to use its own group, accessed with the right trigger.

When holding down a trigger in game, the HUD changes accordingly. Below is a depiction on how it changes, based on the setup we had in the screenshot above. The order is Default (no trigger), Left Trigger, and Right Trigger.

The game will automatically detect what input method you’re currently using, and switch the GUI and help texts to match it. You can swap between gamepad and keyboard as you please!

To round things off, here’s a sneeze animation for the cowboy from last week (working bare chested has its drawbacks) as well as a few cards dropped from enemies in the Pumpkin Woods! From left to right: Jumpkin, Ghosty and Lantern Jack!

One of the more popular requests in the beta has been more difficult content. The Arena Challenges stopped most players in their tracks (for a while), but the main adventure is tuned to be what we can best be described as “pretty challenging for the average gamer”. In other words, not very challenging for the hardcore crowd!

To cater to players on the masochistic side of the spectrum, we’ve added hard mode.

Since the enemies already scale quite extensively in multiplayer, we had a pretty good foundation to build on when adding this feature. In hard mode, nearly everything has been tuned at least slightly to make enemies more of a menace.

Apart from the basic/boring buff of slightly more HP (30 % for normal enemies), they also hit harder, move faster and have less glaring weaknesses. On normal, mastering perfect guard was an optional thing. On hard, enemies will make short work of your shield without it. Here’s a couple of examples to illustrate how the game changes quite a bit:

Exhibit A: Halloweeds have always been a terror on the battlefield, but at least you used to run faster than they could dig. Now if you turn your back on them, they will chase you down (and kill you). They also have half as long delay between attacks.

Exhibit B: Giga Slime (both versions) jumps quicker, the slow effect when stepping in his slime trails is twice as strong, the slow slime doesn’t disappear, he can use his hammer more frequently and its startup has been heavily reduced.

For now, personal satisfaction is the only reason to play on hard. It’s for the players that tend to get bored unless they must remain focused at all times to escape death.

Vilya has been busy creating the illustrations for all our enemy cards! Here’s previews of the Bloomo Card and the Scarecrow Card:

Fred has set up his computer for streaming, and last Friday he took it out for a spin!

Here’s a VOD of his legendary first stream, and below is the result from when he was sketching enemies for the Flying Temple:

Fred will announce on Twitter and Facebook when any future streams go live, so keep an eye out for the continuation of his streaming/DJ career!

Beta Info

We’re happy to report that the first week of the beta has worked out really well! Our setup over at Desura/IndieDB is doing its job, and we’ve received lots of great feedback and bug reports!

Our thread where testers post their first impressions is a feedback gold mine, and if you’re a beta tester who’s reading this and haven’t posted there yet, please take a moment to do so!

At the time of writing, we’ve already patched the beta once based on the great community input, and are pushing out a second patch tonight.

Since things went according to plan, we’ll continue on the set track and send out an additional 30 invites as promised! We’ll send them out when the upcoming patch has been uploaded and authorized at Desura, which should hopefully be within a day or so. Again, we’re going to use the IndieDB messaging system, so if you’ve registered for the beta, check your IndieDB-messages!

 Production

A lot of effort have gone into polishing things we’ve got feedback on, and fixing bugs hunted down by our testers. But we have also spent some time adding new content for the game, which should be available in the coming patch.

To begin with, there will be some slight improvements of the Arena. We have refined the point system of the challenges, which now works as follows: Your best grades in every challenge will add up to a total score, and when that total reach certain key numbers, you gain unique items.

For instance, let’s say S is worth 500 and A is worth 300. Then you would have 800 points in total, should you have achieved rank S in one and A in another. If you later increase your A to an S you will earn the remaining 200 points, giving you a total of 1000.

In such a system, we could let players who aren’t super hardcore get a taste of the unique items as well by having a reward at 500 points (which you could get with two As), and a second one on 1000 points (which only the best can get, with two S ranks).

This might be very technical, but hopefully it will make sense to you in the game. Speaking of which, to reflect the new point system we have also improved the arena interface as such:

As you can see, you can now view your current points, which reward you’ll get next, and how many points each rank will give you.

If you’re curious on which the next 3 rewards will be, we have added a poster showing just that on the wall of the Arena Lobby:

Speaking of those rewards, here are some of the new hats offered, in action:

The first three will be offered as rewards in the arena, as you just saw, while the fish hat will replace the old reward for unlocking the Pillar Mountains fishing achievement.

Another improvement we added was effects for some of the potions currently offered in the game. This one will be shown when you drink the Damage Potion, which boosts both your normal attack and skill damage:

We also made one for the Gale Potion, which increases your attack- and castspeed:

That’s all for now! Hope to see you soon in the beta ;)

As the majority probably already knows by now, Steam’s new submission system Greenlight launched last Thursday, and we were lucky enough to jump into the mix quite early. If you have a Steam account but haven’t voted for us yet, you can find our Greenlight profile by clicking the image below!

We’re very happy with how the launch worked out for us. Partly thanks to getting in when there were only a few pages of submissions, we’ve got a ton of sweet exposure through Greenlight. At the time of writing, we’ve got 39 540 visitors4 909 favorites and 975 comments! That’s pretty insane.

We’ve also seen a really massive influx of Facebook likes, going from 460 to 600 in four days!

We realize this is largely because a lot of you guys have been spreading the word about the game, so a huge thanks goes out to you all for helping us out :)

Despite the number of Greenlight favorites, we’re still “only” at 4 %, but we think there’s no need to worry. Valve has stated that the number of votes isn’t the be all and end all of success, and Secrets of Grindea won’t even be released for a while so it’s not a catastrophe for us if we don’t get 100 % right away.

Regarding the beta, we’re still on said track: one week from now we’ll send out a handful of invites to test “administrative” stuff, like how the invites work, what forum categories we’ll need for the Beta forum, error reporting and so forth. A week after that, we’ll open the gates for the “real” beta testing! It’s been really cool to see the amount of interest and encouragement in the beta thread, and it’s still not too late to post in there if you haven’t. As mentioned in the thread, we’ll choose randomly from everyone who posts there before the beta starts!

So, a lot of time and energy have went into getting things ready for Greenlight and the beta, but we have managed to still get some work done on the game itself! Due to popular demand, we’ve added an experience bar to the HUD (previously it was shown only in the menu), as well as buff indicators.

When a buff is about to run out, it will start pulsating, and eventually become tinted red before disappearing. We might go for a WoW-like cooldown timer approach if testers find this system to be unclear, although the tiny resolution might make that a bit messy. The buffs in the screenshot above are a damage increasing potion, and a spell which increases attack- and cast speed!

We’ve also changed up the notices for when you complete a quest, get a new card and gain an achievement. They used to look very much alike, so we decided to add some flair to each of them:

Sort of how they all used to look

 

How they’re looking now

In game, they are filled with text and images, of course. Apart from the GUI-work, here’s a brand new two handed weapon you’ll be able to craft!

So yeah, that’s what’s been going on! Back to crunching!