Last weekend I said I was done with the river generation algorithm... I wasn't. I couldn't help myself and went back to it. I was deeply unsatisfied with the al...
As I mentioned last week, the closed alpha program starts today. I already distributed the first, and extremely buggy, version of the 0.3.4 alpha to the first a...
I’ve talked in the release-announcement of Numina’s 2nd chapter about incorporating more strategy into the battle system. This post will be all about one...
Designing The Graveyard When designing a new level we use a program called Tiled. Its a great bit of software that allows use to quickly rough out ideas using t...
This past week I worked mostly on the clan core migration event/decision that occurs if a clan's core starts getting overrun by a neighboring tribe. The event g...
Over the last two weekends I finally managed to clear out all issues that I could find with a clan's tribe switching mechanic, and then I decided to take a quic...
Zombie Survival Guide: How to be SAFE! All areas in Gloomhaven are overrun by Zombies, and most of the world population has been decimated.. The survivors have...
The past week I dealt with that pesky issue I mentioned with cultural preferences dropping down in value over time for all polities. It turns out it was a very...
This weekend I resumed working on tribal aggression. I had already started working on it a long way back during a break while working on tribal migration, but I...
Hello, ghouls! It's finally time for the writer to write something to this devlog. So, I'm the lead writer for Death and Taxes, and I guess I have a few words a...
Finally I got the complete Tribe Expansion Action loop complete, as you can see from the ugly gif below: So now, after triggering the action, selecting the targ...
Hello everyone! For this post I want to share some of the history behind how I made (and still making) Glory Hunters and how I learned some stuff along the way...
Yesterday I finished converting the Tribe Merge decision into a mod script, and the performance improved a lot, for a while, then it dropped horribly again... s...
I didn't draw full-body CGs in the visual novel, so I just want you guys to know that they have legs. ARCHIE You might notice that Archie has a lot of lines, an...
After some long hours I finally managed to get tribal expansion under control: It turns out there were many mini bugs still hiding within the migration code (So...
We have collected some interesting facts about the game and its development and are in a hurry to share them with you! Tom and Sam’s prototypes are our real c...
Nov 2019 Dec 2019 Jan 2020 Feb 2020 Mar 2020 Apr 2020 May 2020 June 2020 July 2020 Aug 2020 Sep 2020 Oct 2020 Nov 2020 Dec 2020 Jan 2021 Feb 2021 Mar 2021 Apr...
This weekend I finished the work on super regions and implemented region splitting. To showcase the later, lets see how regions looked before splitting (Note: t...
Hello dear readers, and thank you for checking in for another bimonthly dev log ~<3 Before we get started on the main topic for today, I'd like to let everyone...
The other day a new topic was created in the community forum for oxalis - What influenced the game . I wrote a lengthy response, and thought it'd be nice to add...
More work is being done on the next minigame. In this next one you get to sort all sorts of great fruit. I am so grateful for all the support I've been getting...
This weekend I added two shipbuilding related discoveries: Rudders and Keels . The rudders discovery acts pretty much in the same way as sailing in that it in...
We have wanted to tell you about the structure of CHR for a long time and we believe that this is the best place. After the survey and some questions that have...
The scenario for Secret Tea Garden is you control an avatar who must brew and deliver Tea to randomly generated customers. The concept of the game was inspired...
MORNING COFFEE DESIGN TALK. Morning everyone I've got my coffee and i'm going to chat about what changes are being made to Kaylee's sprite. The sprites currentl...
Well, here we are! Our very first Canterlot Exchange devlog! For those of y’all that have been following along with us on N.O.V.E.L’s development, you’ll...
Sorry in advance for the very short and somewhat unexciting dev update. But this was a weekend focused entirely on writing implementation code which doesn't yet...
Hello everyone, we know that this announcement is going to be very unexpected for many of you, but CHR production is on the tightrope . We never started this ga...
The core distance algorithm rewrite took more effort than I expected. Nevertheless I finally managed to get it to work. The biggest problem I encountered was th...
This weekend I continued working on the region border generation algorithm, and I managed to get it to a decent state. For reference, here's an image from the p...
This weekend I finalized the AI event that lets it gain new core regions and expand into them and it seems to work pretty well, which means that the tribal migr...
YOU CAN FOLLOW THE PROGRESS AT: https://twitter.com/KinGamesCreator/status/1411818336288227338?s=19 With this menu, you will be able to work selecting character...
Hello Villagers! It’s now officially summer! Maybe for some of you it’s been summer for awhile already, but here in Seattle, summer always starts later th...
This weekend I was working on exposing faction properties through the modding framework so that they could be accessed through scripts. In doing so I noticed it...
We hope everyone's safe out there as we all bear witness to the tale of COVID-19. Whether you're in need or free to help, we encourage you all to look up mutua...
This weekend I worked on making sure that tribes controlled by the AI could also trigger the Tribal Expansion Decision by creating a tribal expansion event that...
The start of the integration process for decision mods has been more complicated than I could have anticipated. There are a bunch of aspects of the original har...
This weekend I focused on reenabling all the events that I disabled while working on tribal expansion and territories, and tried to fix some issues that I left...
This weekend I continued working on fixing issues and doing minor tweaks in preparation for release 0.3.3.1. A few of those things I can't talk about yet. But n...
This past weekend was the last one I planned to spend bug fixing the second alpha of 0.3.4 and this time around I focused on fixing small UI issues that often g...
The work on tribal aggression continues. This weekend was spent trying to figure out how to make tribes expand more aggressively into neighboring territories. T...
This weekend I spent some time working on how to approach the development of tribal migrations. The current idea is to make migration patterns goal oriented. So...
This weekend I continued working on the prototype for decision modding. There's isn't much to talk about it. Nevertheless, I wanted to spend a few paragraphs ex...
Designing a game with fast movement is hard. The faster the character moves, the faster they traverse through levels. Play-time is fleeting, and nobody wants to...
This past weekend I spend some time tweaking the effects of tribal encroachment on unorganized bands and then began working on fixing tribal migration. To aid i...
I managed to use a bit of free time during the week to add some extra event conditions and complete the discovery modding feature for the next release. So this...
Summary : This week (two weeks) I made a number of small QOL changes and did some more comprehensive UI work. I also spent a lot of time thinking about level de...
I made a small video about the game making process behind maestrom.exe, a console-controlled farming simulator, including some discussion of tools, programming...
Summary: I did,,, lots of stuff, since my last update. Most of it,, will not make it into this log, ,because ,,I have forgotten it already. Sorry. I made tools...
This year's edition of the Movie Business had some delay. Instead of appearing just before the Oscar gala, as usual, it had to be rescheduled because of my hea...