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Creo God Simulator News

Weekly Progress Update: Tech-Tree and the Secret of the Shards



Weekly progress report time! Hey there everybody, hope your week has been as exciting as mine (what with staying up until 4 AM with a crying baby and all). I'm currently working on some exciting developments, so here's a quick update with a few photos and videos.

The Tech Tree


First off, I'm working on the new technology system. The way the tech tree will work is that you will INSPIRE your settlers with technology, and it will cost you Willpower to do so. Currently, there are 22 technologies to inspire, though that number will most certainly grow with future updates. For example, we've got:

  • Basic Training: COST 2000 WP: Effects, Allows the building of militia halls, which can recruit 4 soldiers.
  • Banking: COST 10,000 WP: Effects, Allows building of Banks, which generate gold every X minutes


The Shards


Those are just 2 of the 22 techs I'm working on. In addition, I've also changed the map, as you can see. This is closer to the image I wanted initially. There is now a sea surrounding the Shard, as the map is called. You see, Creo was once an entire world, but fall apart long ago into Shards. You were given this Shard to govern, though you won't do so alone. You'll slowly discover what happened to Creo, what forces caused the collapse, and what your role is in all of it.



The story and lore of Creo are currently being written, and I'm very excited to share this new update with you. Work is still continuing on the system, but will most certainly be released here in the next few weeks. Let me know what you all think!

Making a Tech Tree, a Baby, and More



This week has definitely been something else. After several months of waiting and watching, our baby son, Maximiliano, was born at 6 pounds 11 ounces and a length of 20.5 inches. This little guy has kept my wife and I quite busy, so I haven't had too much time to focus on Creo's development.

Now that he is finally here, however, I've begun work on the next update. I've decided that what Creo needs right now is some sort of progress, some sort of reward system. I've concluded that instead of waiting, I will now begin work Creo's tech-tree and also focus on language localization.

The New Inspiration System


Creo's tech tree will be rather unique to the game. It will have a large list of technologies and systems that your little settlers can learn. The twist is that, since you are a God, you inspire the technologies. So in order to purchase new technology, you'll have to use your sweet sweet Willpower. I'm very excited to see how our new inspiration system will improve gameplay, and I look forward to hearing all of your feedback!

Thank you again, everyone, for how supportive you all have been during this exciting time of my life. Please know that I am grateful for each and every one of you, and I very much appreciate your patience!

Esteban Hernandez
Developer

Version 0.1.4.2 | Farming and UI Update



Hey there everybody!


I'm very pleased to announce the release of Version 0.1.4.2 of Creo God Simulator. This version mainly focuses on improving the farming aspects of the game, in addition to various user-interface improvements.

In this update, I added the Windmill, a structure that will increase the growth of all nearby farms by 20%! Do know that the effects of windmills stack, so if you have your farms all in one spot, make sure to build lots of windmills nearby to maximize crop growth. I also added two more types of crops that can be grown.
  • Good Ol' Corn: Great for eating, feeding livestock, and popping.
  • Tallus Leaf: A plant unique to Creo. It's an extremely large, edible leafy vegetable. Think, "Gigantic lettuce".


In addition to the farming additions, I added dynamic lights on some buildings. So now at night, some buildings will create warm lights to help your settlers see better!

I've also completed the initial phase of making Creo God Simulator backwards-compatible regarding versions. I did this in order to minimize the number of broken saves due to game changes. The system is not perfect, but it should help quite a bit later down the road. In order to use this new versioning system, please delete all previous saves of Creo, and start saving today!

I've still got plenty more to do, and I've got my eyes focused on introducing raiding parties as randomized events in the next update, in addition to other various improvements.

Here's a list of all the changes that took place in this update, let me know what you think! Thank you everyone!

CURRENT PROGRESS FOR V.0.1.4.2 (3/9/19)



-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Added video control settings in main and in-game menus
- Begun work on Version-backwards compatibility on loads/saves
- Added new building and job: Windmill and windmill worker
- Windmills can increase crop production of nearby farms
- Made crops grow half as fast, but setting up for new mill building
- Added camera tilt up and down with 'O' and 'P' keys
- Removed Build Button, now build categories are constantly on screen

-MINOR CHANGES-

- Added dynamic lighting to various building types
- Added two new crop types on farms: Corn and Tallus Leaf
- Added font size limits on build and quest menus to prevent overly large texts
- Increased mouse rotation speed and screen-edge pan speed
- Added WP as a reward on quests
- Decreased WP production from every second to every five seconds
- Increased WP penalty for not having any followers


---------------BUG FIXES ----------

- Fixed metal ore capacity being way too large (halved ore yields)

EARLY ACCESS IS NOW LIVE - Version 0.1.4 Update

THE BIRTH OF THE CREOVERSE


What a time to be alive! Hey there all you gods-in-training, I'm hoping your weekend has been going well. To be quite honest, I'm extremely pumped to finally release Creo to the public! It's taken quite a bit of work to get here, and I'm feeling various emotions, but enough small talk, let's get down to the nitty-gritty.

Update Info


In the current Update (V.0.1.4), there have been a very large number of additions. Though I'll be posting the full changelog down below, here are some highlights:

  • God powers can now influence non-believers to convert
  • Added in a tutorial for new players
  • Added in soldier individual control, as opposed to squad based


There's still plenty of work to do, and I'm very excited to announce some of the upcoming features I'm working on for the next update:

  • Raiding parties
  • Scenic animals in nature
  • Monsters
  • New home and shop models


Thank you all for the excellent support you've given me thus far on our Discord server, and elsewhere! This is the beginning of a very exciting journey, and I'm glad you've decided to join us. So what are you waiting for, get the game and start smiting!

CURRENT PROGRESS FOR V.0.1.4 (3/2/19)

-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Added in first main quest
- Added in tutorial system for new players
- Added in map generation options
- Added possible non-believer conversion when using god powers
- Added in possible chance for settler to change religion if faith < 15
- Added individual soldier control/got rid of squad system

-MINOR CHANGES-

- Added crows
- Added spawn altar button and animation
- Added new audio tracks
- Increased rotation speed of building and road placement
- Improved accuracy of occlusion culling
- Decreased how often settler's lose faith and fear
- Decreased WP gained over time
- Added a WP loss penalty per second of having no followers
- Changed font to be more easily readable
- Changed initial altar placement
- Balanced colors a bit to not be too crazy

---------------BUG FIXES ----------

- Fixed quests spawning when there are no people
- Fixed bug where willpower could go into the negatives
- Fixed summon altar creation error
- Fixed soldier's death animations not triggering
- Fixed trade menu and info box overlapping
- Fixed quest success text notification fading away too quickly
- Fixed settler and raider audio managers not connecting to overall master volume
- Fixed sun and moon intensities not loading properly
- Fixed mountains not properly saving size/mesh data
- Fixed bug where roads could not be demolished

Version 0.1.3 - Major Faith and Fear Update

Hey there God-in-Training!

Creo God Simulator continues to grow and expand, and the new V.0.1.3 update introduces an exciting new gameplay system: Belief! Your settlers are now influenced by your miraculous powers. In addition, the new Tribute Altar building allows you to collect gold tribute from your believers—the more they fear, the more they pay! In addition, the greater the faith a believer has, the greater the willpower produced per second.


Here's the list of all changes and fixes. Feel free to reach out to me if you have any questions or suggestions, thanks for everything!


CURRENT PROGRESS FOR V.0.1.3 (2/10/19)

---------------BUG FIXES ----------

- Fixed combat logic error which could cause the game to crash
- Fixed performance draining job script on each workplace
- Fixed music system not properly switching tracks when finished
- Fixed well worker's water not disappearing when the workplace is removed
- Fixed odd camera bumping up and down when zoomed in
- Changed camera update speed for smoother panning
- Fixed meteor explosion spawning several instances of self
- Fixed villager death animation bug
- Fixed major bug where if workers died, they would break employee lists at the workplace, and create logic errors
- Fixed well workers not properly putting out fires
- Fixed repair workers not repairing buildings at times
- Fixed quest reward display errors

-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Began work on adding in Steam API
- Added Faith and Fear System
- Added developer mode by clicking the '~' key, or Tilde key
- Settlers can gradually lose faith and fear over time
- Added ability to switch building models with TAB key
- Added Tribute Altar Building
- Added Tributor Job: Tributor is needed to collect tribute, if he dies, you lose 10% of stored gold
- Days last 25% longer
- Earthquakes no longer damage ALL buildings, they only damage some
- Each believer will pay gold tribute, the amount will be based on their fear of the player/god
- Removed science resource, willpower will be used to "inspire" tech innovations

-MINOR CHANGES-

- Modified Resource gathering quest type to have more realistic goals
- Soldiers can not chat or convert each other
- Added UI sounds for in-game menus
- Changed the height position of road placement
- Added base 1 WP gain per second, regardless of faith level
- Added dynamic occlusion to improve graphical performance
- Redesign on small temple model
- Added tree sway effect
- Increased small forest wood capacity