Loading...
38
Game
BattleJuice Alchemist
1 year ago

Our latest devlog is all about getting high… err, I mean, exploring the heights in our game. We're talking mountains and buildings that reach for the sky. So, buckle up, because I'm about to take you on a rollercoaster ride of virtual elevation. Article


Hey folks!

A quick organizational announcement first: I'll be writing this devlog every three instead of every two weeks from now on. This allows me to hopefully go into more depth on the one hand and on the other hand get more work done on the game itself. And it perfectly aligns with a post Gamescom devlog in three weeks! I will be there the whole time showing BattleJuice Alchemist. I'll post details on socials, so please stop by and say hi if you can!

Today, I want to share some insights on verticality in our game. While you can zoom into a third-person perspective, the main navigation occurs in a top-down view. This perspective has posed interesting challenges, but we've been hard at work finding creative solutions to make our world truly come alive. One of our main goals was to incorporate vertical diversity, despite the limitations of the top-down view.

mountainvertical_3mb.gif

We knew that having mountains would add a sense of grandeur to the game world. However, our world is procedural, making it hard to have predefined giant mountainsides. Besides, most games with such mountains usually don't allow players to interact with them. But in our game, vertically diverse landscapes can be crossed, even though they presented issues with the physics of certain game mechanics, such as when explosive flasks bounce off the mountains. In the end, we decided to keep this feature as it helps players feel more connected to the environment.

hills_3mb.gif

Another aspect we've been working on is buildings, especially those with multiple stories. When you enter a building, the upper floors need to be hidden from view, but they should be visible when you climb the stairs. We came up with a simple height check system to achieve this effect, ensuring that your interactions with buildings feel natural and seamless.

enterfarm_3mb.gif

The game's isometric perspective led us to face some challenges with building designs. We wanted to avoid obstructing the view of your character. So, we carefully crafted the buildings, cutting out certain parts to ensure they don't block your view.

occlusionvisibilityfarm_3mb.gif

In the end, we did not want to rely on the hole-cutting shader all the time. So we designed buildings that have holes in them by nature, like ruins. This gave us a more open, inviting feel, as seen in the blacksmith's shop.

blacksmithlevels_3mb.gif

One of the most exciting features of BattleJuice Alchemist is the ability for players to create their own portable base - the alchemy tower. However, navigating these unique structures using mouse-clicking and WASD controls required ongoing improvements. It's not perfect yet, but we are getting there. And I just love the view from up there, so the work is definitely worth it.

towerclimb_3mb.gif

As we continue to refine BattleJuice Alchemist, I want to express my gratitude for your support and feedback. We're committed to making this RPG a unique journey, and a small part of it is not chickening out on verticality ;)

Have a great weekend everyone!

Alain



0 comments

Loading...

Next up

Our latest devlog/roadmap post is live! We've finished building The Well, our next major story location. Meet Clementine, the gardener, and Stan, the scheming salesman. Unlock Act 2 this August for a new desert biome and exciting quests! Article below

Hey there!

While waiting for Act 2 translations, let’s talk about how we actually craft those dialogs: it’s a collaborative effort with some Arcweave magic to bring the story to life in our "monolog-style dialogs." Check out the devlog below:

Big news everyone! BattleJuice Alchemist's Early Access now supports 12 languages! The language update also contains a lot of fixes and a bit of secret content, which we will talk about in detail soon. https://store.steampowered.com/app/1384060

Here comes more concept art for The Well, the new town we are currently implementing in BattleJuice Alchemist. These are two more tiles of the city, namely the makeshift camp of our protagonist, Juice, and the shop of Stan, the local merchant.

Get ready to speculate, because here comes our April 2024 roadmap, packed with mysterious teasers and some less mysterious updates. I hope you enjoy reading and have a great weekend! Article below

Unveiling the final wave of concept art for our desert haven, "The Well". 🌵⛲️ The heart of the bustling oasis is the tavern, where tales are spun over hearty fare and refreshing libations.

BattleJuice Alchemist Act 2 is almost here and if you're heading to Gamescom, you’re in luck—come be one of the first to experience it starting tomorrow! Swing by the Indie Arena Booth (Hall 10.2, Booth F010g - E019) and join the fun. See you there!

We're currently building new story locations for BattleJuice Alchemist, namely a city called The Well. Check out this piece of concept art by our art director Felix!

As the year comes to a close, we want to say thanks for the wonderful support throughout 2024. Looking ahead, 2025 is set to be an exciting year for BattleJuice Alchemist. Wishing you happy holidays and a fantastic new year!

May's here, and yep, we're already halfway through, so it's about time to share our roadmap with you!

The Well, our new desert oasis, is shaping up. Meet Willow, the scholar 👓, and Melvin, the Cleaner🧹with a wild side.

Full post:

https://store.steampowered.com/app/1384060/BattleJuice_Alchemist