Trailer out & Steam page now open

Oh, boy! What a week! The release of the first trailer video and opening the Steam store page while juggling with press releases and PR has meant that progress on the development front has been quite erratic this week. Nonetheless, these activities are really important, for what’s a good game worth if only a few people know about it? In this time and age, it’s not uncommon for even big games with big publishers to fight for their place in the spotlight, so for small indies like us getting the word through on the right channels is crucial for success.

That’s why we’d like to ask a little help from you. Please consider wishlisting our game in Steam and telling your friends about it. The Steam page also has a full description of the game along with new screenshots.

Druidstone Editor

We are glad to announce that a very much anticipated feature, the Druidstone Editor, will be available as a post launch update. The editor will be the same tool we are using ourselves for building the missions for Druidstone. We have been amazed several times before by the quality of Grimrock mods, and with the power of the much more versatile Druidstone Editor with WYSIWYG editing capabilities at their disposal, we can’t wait to see what kind of crazy stuff the modders can accomplish this time.

Reinforcements

There’s a saying in game development that the last 10% takes 90% of the time. There’s certainly some truth to it. As you get closer to the finish line, you began to see all sorts of warts and stuff that you have been pushing farther on your to-do list to be fixed “one day”. That’s ok, it’s better to paint the picture with broad brush strokes first. But when that day finally comes and you realize the shipping date is getting closer and closer, the to-do list can slam on your face real hard.

That’s why we have asked our very good friend, Antti Tiihonen, the main level designer of Grimrock games and a man with many talents, to help with finishing Druidstone and luckily he said yes! Everybody, say hello to Antti! Antti’s here with us for the upcoming months polishing Druidstone and adding his magic touches to the levels in the form of more puzzles, secrets and so on.

In closing, here’s the brand new trailer for you to enjoy. Now let’s get back to the grindstone!

Druidstone reaches alpha!

We are glad to announce that Druidstone has just reached alpha milestone! Alpha in our terminology means that the game can now be played from the beginning to the end and all major features have been implemented. Sure, there are some rough corners and the fat and variety is still missing (more equipment, abilities and the like) but the main campaign is now there. It’s always a special moment to play through a game in development for the first time, and our very own Juho has been fully occupied with that tasks for the past days. Luckily, he encountered only three crashes (which have been fixed already) and a game breaker which caused all equipped items to get lost in the middle of the campaign (oops!).

Next week we are going to regroup, go through the feedback gathered during the alpha test and form a battle plan how to get Druidstone to beta. We suspect the TODO-list is going to be rather hefty, but this is normal and nothing to worry about. 🙂

To celebrate the milestone, below is a new screenshot from the alpha build, featuring Niederdorf Manor, an important location with a darker mood. The level is still missing beta level polish, but it already brings a nice variety to the wilderness and dungeon locations, don’t you think?

Hot Summer 2018 Dev Update

Hi! How are you, folks? Here’s a quick dev update before we head off to summer holidays!

The last update is already from February and quite a lot has happened since, as you’d expect. For instance, the guys have been cranking out new enemies at stellar speed and the enemy gallery is now up to whopping 37 enemy types, not counting variations. That’s a lot considering our art team consist only of our dynamic duo, Juho and Jyri who are modeling and animating all the monsters!

On the gameplay side we’ve been concentrating on building the length of the game in the form of new levels. Our current goal is to hit alpha, which is perhaps the second most important milestone for us (the most important, of course, is shipping the game). Alpha in our terminology means getting the game to a state where it can be played from start to finish without nothing major missing. The sooner we can hit alpha the better, because then we have more time to polish everything and make the game really great. We are not quite in alpha yet, as we need more playable levels to get there. That said, the first half of the game is pretty much in playable condition and the very last segment of the game is also done. Now we just have to fill in the gaps and then we can start adding new playable characters, side missions, secrets, new abilities and items, etc.

On the coding side we have progressed on multiple fronts as well. For example, the game now has a proper main menu and savegame system. We have also added a world map mode, where the party travels between adventuring sites. All in all, with these additions it’s starting to feel like a real game!

Ability System

Among many other things the ability system has been worked on. We haven’t really explained how the ability system of Druidstone works, so here’s a quick intro. Characters can have two kind of abilities: passive and active. Every character starts with a basic selection of abilities and you buy new abilities and upgrade existing ones with XP. Instead of a more traditional mana/energy point system, every active ability can be used a certain number of times per battle. For instance, one of Leonhard’s starting abilities is Whirlwind and his level in that ability is initially 2, so he can use Whirlwind to attack all adjacent creatures up to 2 times per battle. Using XP he can upgrade the ability to next level to add 1 more use of the ability, or he could spend the XP to purchase an entirely different new ability. The characters themselves have no concept of level; the power level of heroes is entirely determined by the abilities and equipment they possess.

We like this system a lot because it’s very explicit and simple yet very flexible and powerful. You can see at a glance which abilities you can use and how many times. Choosing when to use abilities is pretty tricky and key to winning battles!

Parting Shot

Every now and then we receive questions about whether we have any crowd funding options or if there’s any other way to support the development of this game. It’s super, super awesome to hear that people are willing to support us in this way! Crowd funding is unfortunately rather tricky in Finland due to legislation and would anyway probably take too much time away from finishing the game. However, we have been talking internally about the possibility of having some sort of paid beta / early access for those who want to support us. We have never done one before, but we have had very successful closed betas for Grimrock. Naturally if we would have a beta program, the game would need to be near shipping quality (we being very allergic to showing unfinished stuff!). If successful, it would allow us to spend a bit more time polishing the game and perhaps have a bigger budget for outsourcing stuff like music and sound effects. It could potentially also help in increasing the awareness of this project before it ships. On the other hand the whole “paid beta” thing seem to have a negative connotation caused by some projects taking ages to get from beta to shipping.

Anyway, we haven’t decided anything yet, other than we are open to this option and we’d like to hear your opinion on this. So what do you think? If you are open to the idea and would be willing to pay for beta access, what would be a proper price range for a closed beta? Naturally those participating would get the shipping version at no extra cost. And if this sounds like a terrible idea, we’d like to know as well.

So there you have it. In parting I’ll just drop these two sneak peeks, one of a new playable character and another one from the ruins of Arken Temple deep in the Menhir Forest. Enjoy and have a great summer…or winter for those on the other side! See ya!

Druidstone moves from preproduction to production

This is big! As you may have been able to read between the lines, the development process of Druidstone hasn’t been all roses and butterflies. What I mean is that there has been some uncertainty with the project which has made it hard to communicate clearly what the game is truly about. That’s because up until now we have been in pre-production mode where we still try ideas and see what works and what doesn’t. But now that has changed. We know exactly what we are doing now.

That means that many things in the game which we have mentioned in the initial blog posts have changed. Actually, so much that the game as it is now and how it will develop in the coming months does not resemble the one displayed in old blog posts that much. Sure, we still have the same basic premise, the same environments, the top-down view and tactical combat, but the spirit of the game has changed. Has evolved, if you will. What started as a procedurally generated RPG has transformed and will transform into a much more tightly focused game.

So what exactly has changed? Here are the main points:

  • Procedural generation is gone. Long live the editor! Every map and every encounter will be handcrafted.
  • Focus on deep and tactical combat system. We want to make the combat really challenging so that every action you make every turn is a careful choice. Like playing chess with fantasy characters.
  • Focus on fun gameplay mechanics. We are not writing a book, not filming a movie, we are making a game, and gameplay is king.
  • No fluff. We want to make a tightly focused game, the same design principle we had with Grimrock. No filler content. Less is more. Or as Antoine de Saint-Exupery puts it famously “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”

Continue reading