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Steam News3 July 201511y ago

Weekly Update 2

New assets have been acquired to help with the project. Currently all the systems assets are in the game, which include inventory, rts, building, multiplayer, and rpg system.

Full notes

Full Devoured Time update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition0 changes0 removals
  • UI and audio
addedNew assets have been acquired to help with the project. Currently all the systems assets are in the game, which include inventory, rts, building, multiplayer, and rpg system. While in they are still being worked on so they won’t be fully working until I integrate them all together. Also have a new player model (still temp but much nicer) and three new environment scenes. As more funds become available assets will grow and even custom ones will be made. This week I was busy getting all the assets in the game as well modifying some of the story elements. Getting the assets in wasn’t too difficult but the integration will be the hardest part. By integration I mean getting them to work together as one system. Having a game with so many different systems and making it user friendly is quite tough but progress is being made. The story has for the most part been the constant in the whole process. It was conceived long before the game systems were and is the driving factor for the game as a whole now. From the start Devoured Time has always been a game set in a fantasy world with strong ties to science fiction. That combination isn’t new as many games do that now. The story of Devoured Time is very important so I wanted to make the game stay within the story as much if not completely through play time. During the beginning this seemed impossible because Devoured Time is going to be quite complicated and require some sort of tutorial to help players get used to the systems. I really didn’t want the player to jump into the game and be told by an npc to press this button to do this or that, or really anything as blunt as that. I also don’t want to force the player to read a large guild so I had to ponder on a solution. The solution was simple once I realized that the story itself makes specific things possible with the right setting. Devoured Time now starts the player off after the game has been completed. You awaking on a space station completely alone except for a robot. This part of the game serves as a hub and takes place completely in first person. As I explain more it will share similarities to Assassins Creed but I assure you it’s very different when it’s all said and done. This HUB as I’ll call it has no enemies and no items to collect physically, instead it’s full of game lore, collectables, and other things hidden all through it. It takes place in first person so you can see more detail and find those secrets. The robot acts as a guild and will provide hint and tips during your time here. The robot will show you where you can find out what happened. Like AC you will be able to relive memories, but these memories where pulled directly from your mind. There are ten tutorial style chapters which will completed go over every system and task you will be doing in the main game. They range from ten minutes to hours of gameplay just getting to know the systems. Once done and ready you will be able to jump in and play the game as if you were there. You will be able to find hints about bosses, crafting, etc. in the HUB if you search and find those hidden things. For more on the HUB and chapters I will create a new discussion this weekend, so check it out

Devoured Time changes

addedNew assets have been acquired to help with the project. Currently all the systems assets are in the game, which include inventory, rts, building, multiplayer, and rpg system. While in they are still being worked on so they won’t be fully working until I integrate them all together. Also have a new player model (still temp but much nicer) and three new environment scenes. As more funds become available assets will grow and even custom ones will be made. This week I was busy getting all the assets in the game as well modifying some of the story elements. Getting the assets in wasn’t too difficult but the integration will be the hardest part. By integration I mean getting them to work together as one system. Having a game with so many different systems and making it user friendly is quite tough but progress is being made. The story has for the most part been the constant in the whole process. It was conceived long before the game systems were and is the driving factor for the game as a whole now. From the start Devoured Time has always been a game set in a fantasy world with strong ties to science fiction. That combination isn’t new as many games do that now. The story of Devoured Time is very important so I wanted to make the game stay within the story as much if not completely through play time. During the beginning this seemed impossible because Devoured Time is going to be quite complicated and require some sort of tutorial to help players get used to the systems. I really didn’t want the player to jump into the game and be told by an npc to press this button to do this or that, or really anything as blunt as that. I also don’t want to force the player to read a large guild so I had to ponder on a solution. The solution was simple once I realized that the story itself makes specific things possible with the right setting. Devoured Time now starts the player off after the game has been completed. You awaking on a space station completely alone except for a robot. This part of the game serves as a hub and takes place completely in first person. As I explain more it will share similarities to Assassins Creed but I assure you it’s very different when it’s all said and done. This HUB as I’ll call it has no enemies and no items to collect physically, instead it’s full of game lore, collectables, and other things hidden all through it. It takes place in first person so you can see more detail and find those secrets. The robot acts as a guild and will provide hint and tips during your time here. The robot will show you where you can find out what happened. Like AC you will be able to relive memories, but these memories where pulled directly from your mind. There are ten tutorial style chapters which will completed go over every system and task you will be doing in the main game. They range from ten minutes to hours of gameplay just getting to know the systems. Once done and ready you will be able to jump in and play the game as if you were there. You will be able to find hints about bosses, crafting, etc. in the HUB if you search and find those hidden things. For more on the HUB and chapters I will create a new discussion this weekend, so check it out

New assets have been acquired to help with the project. Currently all the systems assets are in the game, which include inventory, rts, building, multiplayer, and rpg system. While in they are still being worked on so they won’t be fully working until I integrate them all together. Also have a new player model (still temp but much nicer) and three new environment scenes. As more funds become available assets will grow and even custom ones will be made. This week I was busy getting all the assets in the game as well modifying some of the story elements. Getting the assets in wasn’t too difficult but the integration will be the hardest part. By integration I mean getting them to work together as one system. Having a game with so many different systems and making it user friendly is quite tough but progress is being made. The story has for the most part been the constant in the whole process. It was conceived long before the game systems were and is the driving factor for the game as a whole now. From the start Devoured Time has always been a game set in a fantasy world with strong ties to science fiction. That combination isn’t new as many games do that now. The story of Devoured Time is very important so I wanted to make the game stay within the story as much if not completely through play time. During the beginning this seemed impossible because Devoured Time is going to be quite complicated and require some sort of tutorial to help players get used to the systems. I really didn’t want the player to jump into the game and be told by an npc to press this button to do this or that, or really anything as blunt as that. I also don’t want to force the player to read a large guild so I had to ponder on a solution. The solution was simple once I realized that the story itself makes specific things possible with the right setting. Devoured Time now starts the player off after the game has been completed. You awaking on a space station completely alone except for a robot. This part of the game serves as a hub and takes place completely in first person. As I explain more it will share similarities to Assassins Creed but I assure you it’s very different when it’s all said and done. This HUB as I’ll call it has no enemies and no items to collect physically, instead it’s full of game lore, collectables, and other things hidden all through it. It takes place in first person so you can see more detail and find those secrets. The robot acts as a guild and will provide hint and tips during your time here. The robot will show you where you can find out what happened. Like AC you will be able to relive memories, but these memories where pulled directly from your mind. There are ten tutorial style chapters which will completed go over every system and task you will be doing in the main game. They range from ten minutes to hours of gameplay just getting to know the systems. Once done and ready you will be able to jump in and play the game as if you were there. You will be able to find hints about bosses, crafting, etc. in the HUB if you search and find those hidden things. For more on the HUB and chapters I will create a new discussion this weekend, so check it out

Source

Steam News / 3 July 2015

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