It’s been a while since I showed off any new screenshots. I’ve got some new battle maps and a bunch of new sprites for enemies and equipment. I’ve also been having a little fun with fog, lighting channels, and materials.
Amazing as always my friend
The diversity of your game has increased more. It looks good. ^^
Hey everyone, I can see it has been a long time since I updated this post. I’ve been working on Himeko Sutori every day. And finally, after four years of full-time work, and two years of Early Access, I finally launched Himeko Sutori’s full release yesterday.
Most devs I spoke to said that transitioning from EA to full release was mostly a non-event, with publicity roughly like a sale or a big content update. I think Himeko Sutori is going to be the exception. We had a huge day yesterday, and we’re still on top of Steam’s Popular New Releases and New and Trending lists. It’s no Subsistence yet but Himeko Sutori might still end up being a success.
I still have a lot of work to do. I’d like to get back to fixing bugs and improving the game. But of course, that should have been done already, and I should be focusing on marketing and promotion. And of course I should have already made all of my promotional material before now. But I was too busy trying to cram in content (that I haven’t tested) before launch. Anyway, that’s all to say that I have tons of stuff I need to get back to work on. Thanks everyone for all of your support over the years.
I wish you success bro!
So… new forum format. I tried posting last night. Last night my only option was to tag my post. There was no way to view subforums. You could only view by recent and view by tag. I can’t say I’m a fan of the new format, but at least they brought the subforums back.
I have no idea where my post from last night ended up. So I’ll just post it here, on my game’s thread, which is where I wanted to post anyway.
New trailer:
This long after release, the time I spent working on the trailer probably isn’t going to lead to a huge increase in sales. But the old trailer was over two years old, and it was from before Early Access, so it definitely needed to be replaced. Better late than never, I suppose.
Himeko Sutori’s soundtrack is available on YouTube. You can find the playlist here:
New expansion coming soon! Check out Septaroad Voyager, built on top of the code and assets from Himeko Sutori.
It looks nicer.
Here’s a new look at the Septaroad Voyager expansion.
There’s a lot going on in that video. Let’s see if I can list some of the things I’ve learned and added to the game:
- Lots of html for loading images dynamically into the Scaleform UI. And all of the text is localized, and the text, size, and font all get set at runtime based on localization files.
- Hybrid pathfinding, using both UE3’s pylons and old-fashioned manual raycasting. If a pawn has a direct path to its target, it does a MoveSmooth. Otherwise, it uses built-in pathfinding.
- Steam Input for the controller. In all of that gameplay, I used only the controller, but mouse & keyboard work just as well.
- Dynamic depth of field and near clipping plane, based on camera distance from the action.
- Landscape roughly generated in World Machine. The rounded hills and mountains are inverted Vornoi.
- Triplanar projection on the landscape, automatically switching to a vertical rock texture.
- And of course, the sprite characters that defined the base game. They all use the same base material, to which I add a lot of textures for the base skin layer, hair layers, and weapon and armor layers.
There’s a whole lot more in there, but those are some of the highlights.
I’m releasing the expansion for free in the hopes that it will drum up some more attention for my game and sell more copies. But in the likely event that doesn’t happen, I’m also considering ways to spin this off into a standalone game that hopefully will generate some income.
It looks nicer now I will try it soon : D.