As we address various visual changes in the game, it seems we’ve opened a box that’s kind of endless. Two weeks ago we added slopes, and now we’ve moved completely from the low-poly style to a more mature style with materials.
I was originally pushing the low-poly style as it looked to me to fit well in the voxel world, but I have to admit the new visual feels better. We still have sharp edges and I understand we may get some hate because of them, but the overall feel just looks more pro.
We have sharp edges because the terrain is fully modifiable during gameplay, and because of all the other elements I still think the voxel based terrain is most ideal. But because the terrain is built by code, and there are so many combinations, we are currently not able to get rid of the sharp edges.
But we did add some light smoothing, which highlights the edges and I think that looks very cool.
As we work on the game we will try to handle those too.
Okay. This post is a bit different. It’s not my usual development-related post for Revive & Prosper.
As you may know, we started working on the game 8 months ago, and plan to release it this fall. For any of you familiar with game design, that’s a very ambitious schedule. However, technically it can be done, thanks to the many, many hours we’ve been able to put into development.
Things have been going very well, moving very quickly. We’re excited with the milestones we’ve reached.
The bigger hurdle is marketing. While we have the development well in hand, releasing in the fall gives us only a short time in which to create enough buzz about the game to build an audience. Of course not every person who plays our game will like it, but there are people who are super excited about it.
Therefore, I believe our best marketing should be the game itself. To do that, and to build interest and anticipation, we plan to release a Prologue to Revive & Prosper publicly, now. The Prologue version is about 1-4 hours of gameplay, during which time you’ll be able to see if this is game for you or not.
It will be available on Itch.io, Steam, Epic store and many others.
The automatic spreading of trees is a cool and important feature of the ecosystem, but sometimes it can be super annoying. It almost feel that trees are “attacking” your base and nature wants to take over.
It’s actually a cool mechanic, yet there should be something else that you can do about it other than to cut small trees all the time.
I finally developed a solution for that – use the fences or walls to control it. Here is a short video explaining how: