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Greenlight Aftermath and Press Roundup

In case anyone missed the previous update, here is the gist of it: OKHLOS GOT GREENLIT !!! And only six days after we launched the campaign!!

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It’s been a extremely frantic and tiring week but we are ecstatic. First and foremost, the overall response was great. Many long-standing Okhlos supporters turned up once again to vote and share the news. The response from the local community was great. More than once they would beat us, sharing news in different sites or forums! And at the same time, we found lots of people who had never heard about the game until now,  and fell in love with it. It was wonderful to read all the comments and messages. So we thank you all for that!

 

Steam Greenlight is not the same of what it used to be when it first started. Many more games are getting greenlit every week, for one, which gives you much better chances of getting among the top games. But, at the same time getting noticed these days has become increasingly harder. Putting a game on Greenlight is not something that Kotaku or Gamespot are going to write about anymore. But this is not to say that there are no news outlets or sites that write about Greenlight anymore. We found out that many sites are stilling willing to write about a game on Greenlight, if they find the game interesting enough.

 

The first articles that begun to appear when we launched the campaign were at Pixel Dynamo, this news bit at Gamers FTW, or here at Load the Game. Not long after that some larger sites wrote very nice pieces about Okhlos. Like at Okhlos: My Big Fat Angry Mob at IndieMag. And then Killscreen gave us Okhlos Turns to Ancient Greece to Explore the Phenomenon of Mob Mentality. Neat!

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Like Killscreen, many sites covered Okhlos!

 

 

Then we were delighted to see that Megawacky, who runs the  webcomic Bits & Bytes, devoted an entire strip  to Okhlos! You can read the Okhlos, and the whole webcomic, which is full of game references and jokes, at the Bits & Bytes site!

Another guy who showed once more how amazing he was, is Pixel Prospector. He runs one of the best, most comprehensive sites on the planet with resources for indie games. That alone is enough to put him in our good list for good. But asides from this, he runs a pixel art devoted blog called Pixel Artus, and this week he took over Tumblr with a series of Okhlos’ gifs (more than five hundred likes and shares!).

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Bits & Bytes preview (Spanish only, sorry!)

Something very interesting we discovered these days was that we got a very large number visits, votes, comments and likes from different places spread from all over the world. We expected most of them to come from the US (where most gaming sites are from, and Steam users are from) or Argentina (Hi, mom! Thanks voting us!) but we were surprised to find, for instance, that IGN Africa wrote about the game, where the Greenlight Brigade highlighted Okhlos among the best of the weeks roundup. Or that, at Game Guide France, they published a very comprehensive piece about Okhlos. Or that a games’ blog from Japan, Shibayama Blog, which is quite big, also pulled up the news about the game, followed by lots of tweets and comments in Japanese. Neither where we expecting so much visits from Russia. But a curator of pixel art works posted about Okhlos at VK (the second largest site in all of Russia and one the largest in all Europe) so visits started pouring from there.

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Are you really posting screen captures of gaming sites?

The best part of this is that it is not over. Just yesterday, the amazing Richard at Games Freezer, who had already played Okhlos at Rezzed and wonderful words about it, and now he did it again. And a few minutes ago, just before we hit the publish button, we heard the fine folks at Checkpoint published this beauty of an article (in Spanish). So, we can’t stressed how happy and thankful we are. It’s wonderful time to be part of the angry mob of ancient Greeks.

 

Now time to get back to work! Somebody has to finish this game!

This post was written by @SebaGioseffi

Here is an actual screen of the game!

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A few Automatas locked in fierce combat! Click to enlarge!

 

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… and Greenlit!

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In only 6 days OKHLOS has been Greenlit! That’s huge!!! Thanks all of you for your incredible support! This couldn’t have been possible without you!!

(and sorry for the pun)

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Announcing Greenlight and Pre-Order!

Good news everyone! We’ve just launched Okhlos’ pre-order and Steam Greenlight campaigns! The pre-order campaign is full of amazing tiered rewards and super cool 3D dioramas to explore! You can view it right now at http://okhlos.com and vote for Greelight here.

Got Steam installed? Click here to open it directly on Steam!

  What’s in the pre-order campaign? Besides buying the game in advance, it’s an opportunity for anyone to become involved with the game. Through the campaign’s lower tiers players can gain access to Okhlos’ closed beta, which we’ll be announcing soon, and to its Original Soundtrack, created by A Shell in the Pit. Through the higher tiers you will have the chance to become one of the game’s characters, either as an angry mobster or one of its leaders!

 

More about Okhlos Digital Edition

You will get a digital, DRM-Free copy of the finished game upon release (PC, MAC, and Linux) at a 33% discount plus a Steam key when Okhlos is made available on Steam. You will also get access to the game’s closed beta which will be announced soon. (You’re also getting an additional 0.3333333333…% discount which we weren’t even going to mention, but we thought you should know just how nice we are. ;p)

 

More about Okhlos Orpheus Edition

Turn up your speakers! Blow out that boom box! Wake up the neighbors with your 5.1 surround sound system! If you pick this option, aside from a digital, DRM-Free copy of the finished game, a Steam key, and access to the closed beta, you will also get a digital copy of Okhlos’ Original Soundtrack by A Shell in the Pit. Take the sound of the mob along with you wherever you go! KAPOW!

 

More about Okhlos That's me! Edition

Have you always wanted a chance to stomp your foot in Zeus’ big, ungrateful face? Well, here’s your chance! Send us a photo and we will turn you into a game unit! You’ll have the chance to become a citizen, fighter, defender, slave, or even a bureaucrat! You’ll rampage your way across ancient Greece as part of the mob, delivering chaos and mayhem upon your enemies*, striving to defeat and overthrow the tyrannical gods! You’ll be included in the game’s Encyclopedia with your name and everything! Careful though, only 100 people will be able to snag up this opportunity of a lifetime, so don’t hesitate or it’ll pass you by!

 

*Some chaos and mayhem, as well as some clobbering, stomping, and frying , may also be delivered onto you.

 

More about Okhlos Socrates Edition

There is nothing more exhilarating than being a part of a righteous mob that delivers great vengeance and furious anger upon its enemies… or is there? Only one thing can top being part of a rowdy, devastating mob – and that’s leading a rowdy, devastating mob! If you pick this option you will be one of the 30 lucky people to be included in the game as one of Okhlos’ philosophers – the mob’s leaders! Can you imagine the power? The pure, unlimited power!?* 

 

 

* Power limited by the mob, technical limitations and the rules and regulations of the state of Massachusetts. The chances of your character getting clobbered, stomped or fried will also be considerably high.

 

Do you have questions about the pre-order tiers? Check our FAQ page and/or contact us!

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Hey you! Grab that Item!

Hey gang!

You might be asking yourselves where we’ve been these past few weeks, and I really wish I could tell you, but the truth is: we’ve been working on some really exciting super secret stuff for Okhlos! We can’t tell you about it just yet, but rest assured that what’s coming will be really, really cool!

Unfortunately though, all this exciting super secret business has been taking up a lot of our office hours and leaving us exhausted, so we’ve been far too tired to keep up with updates here on the dev blog. That’s why we’ve been so quiet lately. We’re starting to wrap up Okhlos and as we’re getting closer and closer to the finish line we’re realizing that, sadly, there’s so much to do that we just won’t have as much time for updates as we did before.

/Brutal Honesty Mode: OFF

That said, there are still plenty of updates to come – and some very interesting ones at that! – so worry not, ye faithful reader.

GRABBING ITEMS

As you know, in Okhlos, items are temporary power ups that you use in the heat of the moment to help you through tough spots.

For example:

Say you’re surrounded by cyclops – throw a bomb! Blow ‘em up to smithereens!

You’re about to get hit really hard by a harpy – use an Aegis to make yourself invincible for a little while! Don’t put with that bird-brain!

In Okhlos, most of the humor – much like the rest of the game – hinges on the premise that you’re trying to control an unruly mob and that as such, things will get messy. We use the mob and its different units to poke fun at the nonsensical structures of society and social class and to make fun of how even in the midst of chaos and anarchy everybody sticks to their assigned roles and positions, no matter how hypocritical or terrible they might be. One of our units, in fact, is the slave, or servant. They are the only unit in the game that can carry items. (Because I’m sure the philosophers are too busy thinking to do any heavy lifting, right? Bastards.) They can each carry up to one item and if you run out of empty-handed ones then you won’t be able to pick up any more items until you’ve used one up.

By looking at your mob you should thus be able to see how many items you have, what items they are, and how many spots you have left for picking up new ones. The slaves aren’t particularly powerful units on their own, but they are essential to playing well and getting through the levels. You’ll definitely want at least a few of them around for those really tough situations.

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Slaves carrying items. circa IV BCE

 

Aside from holding items, up until now slaves have also been the only unit that’s been able to pick them up! This meant that in order to get an item you had to walk over it with a slave unit. (The slave itself didn’t have to be empty-handed – as long as you had one slave unit that was free to carry the item, any slave could pick it up and it would instantly pop into the free slave’s hands.)

This, however, was a bit of a pain. There is no way to manipulate units individually in the game, so getting a slave to walk over the item could take several attempts, wasting time and effort and frustrating the player with a menial task. Sometimes the player would try a couple of times unsuccessfully and just assume they didn’t have an available slave, when actually, they did! It just wasn’t intuitive; a lot of players took a while to clue in to the mechanic, and would naturally try to pick up items using the leader unit instead. This player behavior continued despite tutorials and the player’s level of experience.

After some thinking and a few helpful suggestions from our friendly translator and editor, Pablo, we decided: What the hell? Why fight it?

So we’ve changed things around! Now the leader unit is now able to pick up items and pass them on to available slaves all on their own!

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Now if you see an item and you have an available free slave, you can grab it easily and without any hassle!

And if you don’t have any available slaves, now the game will tell you so!

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What do you guys think of this change? It’s definitely less ‘realistic’ than picking up items with slave units directly, but it’s a lot more intuitive!

(And thankfully for us we were never aiming for realism in the first place!)

(Wow, could you imagine?!)

Well, that’s us for this week! Please write us! Follow us on Twitter! Like us on Facebook! Send us your love! We need it! We crave it!

 

The first draft of this post was banged out quickly by @Roketronz and then slowly and lovingly groomed to beautiful adulthood by @pfque_. That poor unlucky sod.

(He also makes games, you know? You can try out his latest one here – it’s a tiny twine game about a faucet that was made for Twiny Jam.)

Drip by @pfque_

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A Discworld Pixel Art Tribute

UPDATE: Now with desktop resolutions!

As some of you may already know, Sebastian and I are big Terry Pratchett fans. Which is why there have always been a few winks to his work in Okhlos. Like this one:

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Unseen University’s Librarian statue in Okhlos :O

So, when I found out about his passing it really struck me, and drove me to do a Pixel Art tribute, in Okhlos’ Style, to one of the most interesting fantasy universes ever: Discworld. From that moment on, I’ve drawing characters and posting them on twitter, so you might’ve seen some of them already.

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Ankh Morpork City Watch

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The Silver Horde

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The Wizards “Now you see it, now you don’t”

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Death

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The witches and Lancre folks

 

But here is an exclusive: The final version with all the characters!

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After that, having finished the pixel art, I decided to give it a twist and printed the hell out of them! So now we have little Discworld pixel art companions!

 

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I hope you enjoyed this atypical post. Next week we will continue posting about Okhlos, we promise!

 

UPDATE: Here are the Desktop resolutions! Enjoy!

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Put some verbs in your game!

Hey gang!

It’s been a while since we last talked! (Actually… we kinda talked last week.)

Last weekend we had the great honor of showing off Okhlos’ at the EGX Rezzed event in London! Well, actually, we weren’t there personally, but the game was! It was an amazing opportunity for Okhlos and we want to give a big thanks to Dan Da Rocha, Cissy, and Dom for taking care of our little game during its trip to England and for helping us make this happen! It almost felt like we were there ourselves!

We also wanted to thank our Swedish friends at Glitchnap (who were at EGX Rezzed showing off their own game, Sentree) for offering to babysit Okhlos and keep an eye on it. Even though we didn’t up needing their help thanks to Dan, Cissy, and Dom, the gesture itself and the willingness to help meant a lot to us! You guys are amazing!

And one last round of thanks to the EGX Rezzed Leftfield Collection staff for selecting Okhlos and inviting us to show our game at their event! We were very proud to present there and to be surrounded by so many other great games! If you happened to see the game there, please let us know! We’d love to hear your impressions.

Well, our British adventure and all those thanks aside, at the end of the day this is still a Devblog [citation needed] and we have to spend at least a little time talking about the nitty-gritty – the hard and dirty business of game developing. This week we talk about verbs. In particular, all the great new ones we’ve introduce into our game!

(To tell the truth, these verbs have been in the game for quite a while now, but Sebastián made me realize that we’d never actually talked about them here!)

The idea of adding more verbs actually came from Daniel Benmergui. He was trying out our game and playtesting it yet again (poor, poor fella) and he told us that while it was good that we were tweaking and balancing the elements we already had, there still weren’t enough things for the player to do. There weren’t enough verbs!

Daniel began asking us hard questions. What actions should the player be able to perform? Should there be more of them? If so, what should they be? Finding the answers actually took a lot of time and work, but we think we’ve got it right with these new verbs.

Please note that we are  not talking about the current verbs in Okhlos, only the new ones!

Attack!!

This may seem pretty obvious, but there’s actually a catch to this one. We already had an attack action before, but it was linked to moving. When you moved the mob, the mob would automatically attack whatever it ran up against. With this new approach, now the mob can move without attacking and can attack without moving. This creates interesting new scenarios and options that we couldn’t have had before! (Yay for us!)

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Protect yourself!

The complementary opposite of the previous verb – this verb makes your units block attacks! Defending yourself from an attack makes everyone in the mob all stop at once, which might make them easier targets for a little while, but at least the enemies’ attack will hurt a whole heck of a lot less!

I have to admit, the animations for this one are real cute. :3 You know what wasn’t cute though? Going back through all 100+ units in the game and designing a brand new blocking sprite for each of them! It was torture! D:

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Disperse!

Disperse! Finally! All the new verbs are cool in their own way, but this one is my favorite. This action makes all the units scatter and spread out. You can use it to escape, to attack several enemies at once (so cool!), and for a couple of other things we’ll explain below:

In previous updates we talked about plagues and poisons. In order to stop them from spreading through your mob and infecting everyone you’ll have to disperse your units until the compromised members heal themselves or die off.

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Up until we thought of the disperse action, philosophers were the only units that could recruit more units. Now, however, everyone can! This is actually how the earliest prototypes of Okhlos worked – every unit could recruit more units – but back then it felt a bit too chaotic to us and it seemed that players would have a hard time knowing who they were recruiting. However, we’ve reconsidered our opinion since then and we’ve come to two conclusions:

1. Being able to disperse but still having to grab each unit one-by-one felt pointless and overly complicated.

2. Chaotic is good enough for us!

 

We adapted the negative units to this change in the recruiting mechanic. We’ve nerfed their negative effects now that they’re harder to avoid.

The sense of chaos feels good, it feels right for the game, but we’ll probably have to work a little more on letting the players know what units they’re adding to the mob in the middle of all that mess.

And those are our new verbs! What do you guys think? Please let us know, we’re always happy to hear your feedback!

Thanks again to everyone who helped us with Okhlos’ little trip to London, it was a great formative experience for our growing game!

See you all next time!

This post was written – poorly – by @rokentronz and soundly beaten into proper shape by @pfque_

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The Return of the Changelog – EGX Rezzed Version

It’s that jolly season once again. That magical time, when families gather merrily around the repository  and share amazing tales of commits of old. Yes, it is changelog season again.

If you remember our last changelog we had left off at  Version 0.4.0. There have been four versions since then, leading to version 0.4.4., the version we sent to the EGX Rezzed, but we are going to sum them all up here for dramatic reasons.

The biggest addition in these versions was probably Atlantis, something  you may have guessed from the last series of posts and we won’t repeat here. However, a lot of other things found their way into the game while Atlantis was resurging from the depths, and here they are. Without further ado, we present you the changes from versions 0.4.1 up to 0.4.4. :

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Hero Cages

Once in a while, while you are travelling through the monster-infested streets of Delphi, Ephesos or Athens you may run into a cage made of reinforced bronze. What is inside the cage? A random hero eager to join the mob if you destroy the cage! What are you waiting for? Free Adromeda and let her wreck havoc with the rest of the gang! Let Galen loose and wait for the healing to begin! The power is in your hands!

More Units

Roque has put his mad pixel art skillz to use and now he have new female defenders, warriors and philosophers!

Color Tint

Back in the old days, units in the mob would change their color like chameleons. Then they didn’t. And now they do again. We use the color tints basically for feedback. When a unit is attacked it is painted red for a couple of frames. If it gets infected with the plague (Plague? Which plague? Well, keep reading below and you will find out). And if they leave the mob, they get greyed. It’s an instant feedback and very hard to miss. For the win.

Lifebars

Units have always had a certain amount of hit points. Bad guys would hit them and they would lose hit points until eventually they would die. So they have always had a health stat that could be represented with the ubiquitous health bar. However, we never liked the idea of having to micromanage each unit, so that is why we chose not to show the life bars. You shouldn’t worry that much about individual units, you should care about the mob as a whole. Also, having a health bar per unit would mean that there would be a zillion health bars onscreen, making everything very cluttered. And it was this way until quite recently, when Roque had the idea of showing lifebars of the units but only when their health is below a certain threshold. What this does is give you a very quick feedback of the current health status of the units in the mob. And how cluttered the UI becomes, corresponds to how worried you should be about them. If you see only a life bar or two, they won’t bother you too much, and you wouldn’t have to worry too much either. But if the screens starts getting filled with lifebars, then you are in trouble and should start looking for some healing pronto.

Slow Motion Effect

Because Okhlos is so next gen. Or so 1999. I am not sure. But the certain thing is that now when the leader dies, it will trigger a cinematic slow motion effect that will let you locate the new leader more easily in the middle of the mayhem (and if a leader died, chances are there was lots of mayhem going around).

The Plague

We’got a new hazard, the plague, which damages units and spreads throughout the mob if the units are too close to each other (much like you would be expect from a plague). If we are to be accurate, the plague is not technically a hazard, it is more like a new status for the units, the plagued status, that can be triggered by some hazards (plague infested chunks of meat spread throughout the map, for instance) but also by the attacks of some enemies. The idea of the plague came up while we were testing some changes in the core mechanics, and it eventually grew until becoming a full fledged feature as it is now.

Pathfinding System for the Enemies

– Is there a house between you and I? - said the cyclops - That will no longer stop me from clobbering you. I now have the ability to go around it!

The Phantom Mob

We have a new item! We have been calling it the Phantom Mob item so far, although it has absolutely nothing to do with the Phantom Menace (we solemnly swear that there won’t be any Jars Jars. Well, we swear there most likely won’t be any Jar Jars. Disney has been making very tempting offers…). Back to the item. What it does is create a squad of phantom units that join the mob temporarily. You use it and … BAM! You now have a bunch of spectral guys ready to kick ass for you. At least for while, until they return to the aether from where they came from.

 Lots of new Voice Effects

Yup. You can now listen to the mob roar, cheer, scream and yelp as they go around doing mob things. Gordon made a bunch of them and he keeps on making even more so get ready to listen to the sound of the mob in all its glory!

 And the rest of the changes that do not deserve a separate paragraph (mostly because if they did, this post would end up way too long, much like this title)

  • Units now jump a little when they join the mob (it would seem they are very enthusiastic about the prospect of an becoming part of an angry mob).
  • More juicy on prop and building destruction.
  • Tutorial stage completely revamped.
  • The way to stop Apolo’s special attack has changed (much more intuitive now).
  • The mob now has an onscreen stats showing the accumulated attack power, defense, speed and HP of all the units.
  • Hero presentation FXs.
  • New minimap graphics.
  • The camera now gives you a little more room in the distance in which you move the mob.
  • Enemies now hate props a bit more.
  • The mob no longer has an onscreen stats showing the accumulated attack power, defense, speed and HP of all the units.Artemis has a new special attack.

In addition to this, as always, there was a fair chunk of bug fixes, tweaks and minor additions that we won’t even mention, plus a couple of big changes that deserve a separate update so stay tuned for them!

 

Finally,  do you remember that Okhlos was going to be showcased at the EGX Rezzed, as part of the Leftfield Collection? Well, that is happening right now! So, what are you waiting for? Go, go, go!

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50 Shades of Manticore

So we had a couple of days off this week, thanks to Carnival (yes, that’s totally a legitimate and valid reason!) and I took off to spend them in the rural and wilder part of the country. While I was there I started drafting up the first few mini-bosses of the game.

 

We already had the designs for the monsters, but I took on the task of translating them into pixel art, and when you do that they usually change a lot. Drawing and illustrating are very different from creating something through pixel art. They are basically two different languages, and you have to know the strengths and weaknesses of each one if you want to do good work. You also have to realize that things are going to change a lot going from the concept art to the sprite.

I worked on three mini-bosses that will all have very similar mechanics. They are the Manticore, the Sphinx, and the Chimera. Here are the sprites I made for them:

NOTE: Keep in mind, in order to fully enjoy them in all their pixel glory, you should open the images and see them in full size.

The Manticore

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As you can see, the body started off looking more like a greyhound’s, so I riffed off of the Nemean Lion to give it more shape and complexion.

The wings were a real pain. I thought I could just use the wings from the Harpy, but I soon realized that the two creatures keep their wings in very different positions when they’re idle and relaxed, so I ended up having to change them a lot. I started with white wings, changed them to black wings, and then somehow ended up with a completely different set of bat-like wings.

(Luckily, I was able to recycle that set of white wings and use it for the Sphinx. Otherwise they would have been a huge waste of time.)

The tail was pretty straight forward, as was the cloth that adorns the Manticore’s body.

As you can see, we took out the horn for the final version, as people would not stop pointing out that it looked phallic. (We are obviously very mature and professional here at CoffeePoweredMachine…) We also changed the face a little and we think it’s a bit more badass now, although maybe it looks a bit like Abraham Lincoln?

 

The Sphinx

 

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The Sphinx came together pretty quickly. We had planned from the beginning to use the same body for all three mini-bosses so that we’d only have to make a single running animation for all of them, and as such we just took the body of the Manticore and gave it a palette swap for the Sphinx. We also recycled some of the wings that we had discarded earlier while making the Manticore, so all I really had to work on were the torso, the jewels, and the snake.

The torso was by far the most difficult part here. I had to decide where the torso would emerge from the body, how the arms and shoulders would be angled, and I had to create a lot of other small details that were ignored – or rather, neglected – in the first draft. We used Artemis as a base for the size and proportion of the Sphinx’s torso.

We ended up scrapping the Sphinx’s arms altogether and just made the wings pop out from her shoulders.

I also had to raise the snake-tail a bit more as the wings were covering it up.

Finally, I just threw a lot of jewels on there, because, you know, reasons.

 

The Chimera

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Similarly to the Sphinx, the Chimera came together pretty quickly, mainly because the body was already done.

I struggled on two points with this creature:

The first was the head. The fire mane is going to take quite some time to animate, and working on fire has always been my kryptonite.

The second thing, as you might be able to tell, was the tail. I wanted to use the same snake as I’d used on the Sphinx, just to save us the time of animating another one, but it looked really boring. My second attempt didn’t come out much better, if you look on the sprite sheet it’s really rather ridiculous – it’s just a regular lion tail with the head of a snake.

In the end I went back and stuck to the original concept, and I ended up with this weird Rockewellian [~obscure art joke] snake-tail.

 

 

Final results

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And ta-da! This is how they turned out!

 

 

This post was written in a hurry by @roketronz and then, as always, it was edited and proofread by @pfque_!

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Okhlos Goes to London (Simbolically, we are poor)

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We are thrilled, exhilarated and ecstatic to announce that Okhlos has been selected to be part of the Leftfield Collection 2015, and as such will be at the EGX Rezzed event in London, next month. One of the biggest events in Europe! Handpicked to part of a prestigious collection! Wow! It’s such an honor not only to be part of the collection, but also to do it among such amazing games as the ones chosen this year. You can see the full list here and check for yourself how awesome the games are looking!

As for our part, we are working right now on a exclusive new version that will be playable at the event. It will have tons of new content and we will try to have as polished as possible. We are adding new enemies, new hazards, new hud and even new mechanics we have trying out. We aim to have to best version so far, in order to give everyone at the EGX the chance to experience Okhlos at its best.

So remember, if you are in London from March 12 to 14, go and play Okhlos at the Leftfield Collection!

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Atlantian Problems Part Quatre, The remnant

We’ve already discussed Atlantis: here, and here, and here! We should stop milking the same old cow, and we promise that this will be the last update about Atlantis for a while (we still haven’t talked about Poseidon, but that’s another subject altogether!). However, there is one thing we have yet to talk about. The Hazards. Those things that sometimes annoy you, sometimes kill you, and other times make something else kill you because you were avoiding the hazards in the first place.

 

The hazards

In the hazards department, Atlantis will have:

Whirlpools

Whirlpools attract nearby units and then, after some swirling, hurl them violently.  We haven’t finished working on this hazard yet, so they might change a lot, because we still have no idea if they are fun or not.

whirlpool

As you can see in the .gif below, we are having some issues with what we like to call z-fighting (boring people calls it Z write order * booooring *). The reason for this is that, as we said in a previous update, the water material is transparent/vertex lit, and the whirlpool material is a custom shader by 2dtk called BlendVertexColor. Evidently, they don’t get along quite well, and when they are moving, they often forget which one is above the other (Oh, you! Silly shaders!).

whirlpool

Anyway, we haven’t solved this yet, but we all trust in Sebastian’s expertise with shaders.

 

Seaweed

The seaweed reduces the units’ speed when they walk through them (which can be soooo annoying).

algasss

We already got a glimpse of this at Delphi, where you had a different kind of difficult terrain hazard – the mud patches – and they proved that they can generate a lot of fun situations!

 

Greek Fire

The legendary Greek Fire was said to burn even on water. We took this, stretched the definition a little bit , and we ended up with a perfect fit for Atlantis. We were then able to put fire hazards literally everywhere in the sunken city and have it completely justified by the setting!

fuegoGriego

One of the little twists that Okhlos’s version of Greek fire has is that even torches are made of it so if destroyed they can transform into a hazard! Touching the fire will, as expected, burn you and your units in a nasty way. So, DON’T touch the big green fire!

 

Well, that’s it for this week, and for Atlantis for a while!  I have no clue what we’ll talk about next week!

 

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