Adam just released the most awesome alpha build ever!
Writing blog posts is hard!. So here’s a bunch of little ones comprised of random screenshots of stuff we’ve done, but can’t find a proper place to publish at, enjoy.
Updating the blog is hard!. So here’s a bunch of small updates, because we have A LOT of loose files going around, specially images that we can’t really place in a full blown, dignified blog post, but that will give our fanbase (our moms?) something to check.
Because there’s nothing worst than an indie studio that doesnt update often.
We’ve been hard at work defining the look of the terrain and buildings for the game. The video below is a quick example of how all of the terrain is going to be destructible and you get a long look at the Tavern Landmarks for all of our current factions.
A few months ago we updated the page with a few samples of our intended tiles for terrain. From that moment back in October (!) we finished a starter set of 2 flavors of tile terrain: dirt and grass. Click read more to check it out.
I finally got around to upload some work in progress videos.
First off is our grunt combat. These are a few of our finished sprites smashing each other to bits and just showing our combat engine off. I walk through our different stances that a unit can be placed into also. Youtube thought it would be a good idea to add some extra light to this video so it’s a little bright.
The second video shows off the special attacks of two of our Slayers. They are not finished sprites, but the special abilities are fully functional. We have some buffing abilities, a summoning ability, a charge attack, a ranged area of effect, an instant area of effect, and one that adds special damage to the slayers weapon.
Hope you enjoy!
Last night I spent 6 hours coding the layout of buttons and the logic associated with level ups, ability points, and managing them, and then decided that the path I was taking needs to be thrown away completely and re-factor the rest. This isn’t the first time something seems brilliant on paper, but begins to fall apart when it’s out of the gate. This one was especially annoying though and it really made me think about whether all the sacrifice is worth it. All the late nights, frustrating bugs, and slow progress adds up.
Today thoughts of condensed unit descriptions and more detailed special abilities dance in my head as the advantages of my gut wrenching decision settles in. We have been working on Cairn for just over a year, we have hopes for beta testing this month, and we have almost another year of development ahead of us. Sometimes it feels like trying to empty a lake with a spoon. Yet here I am editing descriptions, writing pseudo code, and preparing to get back in and knock it out.
I want the game to succeed and I want to make money, but I know that both of those things may not be in our future. All I know for sure is that we are going to release an amazing strategy game and it will stand as a love letter to all the real time strategy games of old. The idea of having a game that can stand along side Myth: The Fallen Lords, Warcraft 2 and 3, and so many other great RTS games that have kept me entertained when I was young and keep me inspired today.
I think that’s enough rant for one day.
Hey everyone, Petunio here for another Art Update on Cairn.
So one thing is the units we are making for the game, another is the tiling that will go under the units. Originally we were working with another artist on the tiles, and for the most part his tiling skills were pretty good, but the contrast between what he did and the units in the game was a bit lacking, partially because he was working the terrain tiles without knowing how the units would look like.
I offered to do the tiles since I thought I could do a much better worklooking for the right contrast between units and terrain since they would both be developed by the same person (The Petunio, that is).
Hello everyone, I’m Adam Waters and I am a life long programmer and new born game designer. I started programming professionally in the business world and have been creating some of the worlds most boring applications for nearly a decade. Only a few years ago I found myself as a volunteer designer on the table top miniature game Warlord and it’s expansion the Savage North. After over three years of balancing spells and special attacks, manipulating unit costs, writing fictional biographies, and helping to create an incredible game overall, I decided to combine my skills. So indie game development here I am.
The fun part of my job as a member of Embalmit comes from creating the lore in our games. All of us have a part in shaping a games direction, but I’m usually the one who fills up pages to describe some half broken world or writes out an emperor’s speech.
The addicting, infuriating and most rewarding part of my job is the programming. I’ve been programming at the whim of corporations large and small for years, but now I can use all that experience to create something from the heart. We get to create experiences not just programs, and that is incredibly rewarding.
Since the creation of Embalmit, I have been gathering our small team of heroes for something great. Most of them have already announced themselves, but more are sure to come in the near future. So sit tight, buckle up, and enjoy the ride. Embalmit is just getting started.
We are wrapping up another sprint and with that I release another alpha build to be tested. The game is much more stable this build than last and includes a lot of new features.
The primary goal of this build was to fix bugs that became very big issues now that special attacks were working. We also added lots of assets like 3 new sprites, a dozen special effects, and unit sound effects.
Beautiful new sprites. Rodrigo really knocked it out of the park with this new, updated sprites. Check out the scrapper, fighter, and magician.
Our two big bug fixes are out of the way. The sprite flicker and the collision detection issues should be solved now. We made a lot of good connections with the 2D toolkit guys and some of the Unity dev community to fix the issues.
Unit Sound Effects are working. The only unit wired for sound is the Fighter. So spawn him and listen to him attack. He should make noise when he spawns, attacks, moves, is selected and dies. Game rotates through hit sounds, but they sound similar and are very mild right now. They need more beef cake.
3 fully functional Slayers. Charging, tossing, multi-spawn, instant, line aoe, healing, & status effects. So much awesome stuff crammed into those 9 special attacks. It is very beautiful and adds a lot to an otherwise simple alpha build. Each build will see the release of more slayers & special attacks. Next version will see the addition of Thermocrat & Kajarii Adepts.
Enemy selection. Instead of only being able to select your units, you can select enemy or neutral units and see their stats. You should not be able to control those units and you can only select 1 at a time through a single click.
Full details past the break