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Steam News14 July 20223y ago

Development Blog 7/14/22 - More Than Just Paint

Greetings! It's been some time so we wanted to give an update as to what we've been working on. Today we'll be looking specifically at fluids and how they interact with the painting process, but first... Some News!

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Full Fiasco Restoration and Repair update

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Repeated intro

Greetings! It's been some time so we wanted to give an update as to what we've been working on. Today we'll be looking specifically at fluids and how they interact with the painting process, but first...

What changed

0 fixes3 additions2 changes0 removals
  • Gameplay
changedGreetings! It's been some time so we wanted to give an update as to what we've been working on. Today we'll be looking specifically at fluids and how they interact with the painting process, but first...
addedSome News!Firstly, we'll be updating the demo before our release to bring it in line with what the game will be like to play. Secondly, we'll be resuming our developer streams closer to release to show off what we have added, talk about our process, and just play the game and have fun. And of course there will be continued updates on all our social media platforms.
changedPainting and Fluids Improvements!As much as I wanted to break paint and fluids into different sections they are so intertwined at this point that I can't talk about one without mentioning the other. We've overhauled pretty much everything about them from how they are defined to how they are applied. We've completely changed how paint is rendered and generated. Before, each liquid was it's own distinct material which was limiting in what we could do with it beyond changing its color. Now a substance's properties are broken up into several categories that determine how that substance presents and behaves.
addedPainting and Fluids Improvements!The new custom fluid creation system allows us to change how the substance appears. We can have substances that are very shiny, like the axel grease, or matte like normal paint. Reminder that this is all a work in progress and things will still be changing.
addedThe New Painting ExperienceWhile the new system allows us to change how the substance appears, that isn't all it does. We can also change how the paint behaves. Paints can vary on their viscosity (or how runny they are) and saponacity (or how soap like it is). A paint that is globby will form smaller puddles when poured and be fairly easy to paint with. A runny paint will drip down the canvas, run further across the floor when poured, and be generally much more difficult to use.

Fiasco Restoration and Repair changes

changedGreetings! It's been some time so we wanted to give an update as to what we've been working on. Today we'll be looking specifically at fluids and how they interact with the painting process, but first...
addedFirstly, we'll be updating the demo before our release to bring it in line with what the game will be like to play. Secondly, we'll be resuming our developer streams closer to release to show off what we have added, talk about our process, and just play the game and have fun. And of course there will be continued updates on all our social media platforms.
changedAs much as I wanted to break paint and fluids into different sections they are so intertwined at this point that I can't talk about one without mentioning the other. We've overhauled pretty much everything about them from how they are defined to how they are applied. We've completely changed how paint is rendered and generated. Before, each liquid was it's own distinct material which was limiting in what we could do with it beyond changing its color. Now a substance's properties are broken up into several categories that determine how that substance presents and behaves.
addedThe new custom fluid creation system allows us to change how the substance appears. We can have substances that are very shiny, like the axel grease, or matte like normal paint. Reminder that this is all a work in progress and things will still be changing.
addedWhile the new system allows us to change how the substance appears, that isn't all it does. We can also change how the paint behaves. Paints can vary on their viscosity (or how runny they are) and saponacity (or how soap like it is). A paint that is globby will form smaller puddles when poured and be fairly easy to paint with. A runny paint will drip down the canvas, run further across the floor when poured, and be generally much more difficult to use.

Some News!

We've been working hard on the game and making great progress. We want to release the game for Early Access in just a few months! That may be some time to wait so there will be some things to look forward to leading up till then.

Firstly, we'll be updating the demo before our release to bring it in line with what the game will be like to play. Secondly, we'll be resuming our developer streams closer to release to show off what we have added, talk about our process, and just play the game and have fun. And of course there will be continued updates on all our social media platforms.

We hope you are as excited as we are! If you want to help us out you can wishlist the game on Steam, if you haven't already, and show the game to your friends! Now with that out of the way, on to the rest of the blog!

Painting and Fluids Improvements!

As much as I wanted to break paint and fluids into different sections they are so intertwined at this point that I can't talk about one without mentioning the other. We've overhauled pretty much everything about them from how they are defined to how they are applied. We've completely changed how paint is rendered and generated. Before, each liquid was it's own distinct material which was limiting in what we could do with it beyond changing its color. Now a substance's properties are broken up into several categories that determine how that substance presents and behaves.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Left to right: Brown paint, bean juice, axel grease.

The new custom fluid creation system allows us to change how the substance appears. We can have substances that are very shiny, like the axel grease, or matte like normal paint. Reminder that this is all a work in progress and things will still be changing.

Not only does this allow us to make more kinds of liquids that do different things, but it also allows you, the player, to mix entirely different liquids together to get a unique combination of properties. Which brings us to our next topic...

The New Painting Experience

While the new system allows us to change how the substance appears, that isn't all it does. We can also change how the paint behaves. Paints can vary on their viscosity (or how runny they are) and saponacity (or how soap like it is). A paint that is globby will form smaller puddles when poured and be fairly easy to paint with. A runny paint will drip down the canvas, run further across the floor when poured, and be generally much more difficult to use.

And here is a comparison of axel grease before and after our liquid rework.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Look at that shine!

Is this the Final Painting Experience?

NO! Painting is the focal point of our game so we'll constantly be refining and tweaking things. The next goal for painting is to make it more smooth and precise. We've already ironed out some bugs where the brush would paint before reaching the center cursor which made making dots impossible. Next we are looking into making the brush paint in smooth strokes. Currently brushes feel like they skip off the canvas and make dotted lines.

That's it for now! Thank you for reading! Check back here for more blog posts and news or follow us on Twitter for immediate updates!

Source

Steam News / 14 July 2022

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