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CONSCRIPT: Director's Cut News

October Devlog!

NEW DEMO RELEASE INCOMING!

Over the past few months I've been working non stop on a new demo revision for Conscript. This new build is a refined version of the Kickstarter demo from back in June - with smoother gameplay, unlockable extras, QOL improvements and a larger suite of options to play with. I'm currently tidying up last minute bugs and sorting out some balancing issues. Granted no major bugs pop up in the next few days, Halloween will be when the new demo launches. If anything disastrous happens, I will launch on November 11th instead (Armistice Day). If there are any delays, you will all be the first to know.


Here are some of the things I’ve been working on, all of which will be available in the new demo to see.

New animation pipeline:

Part of this system recode is a new workflow for creating animations. Having this new system in place will make creating future content much easier for myself! One such new feature is unlockable costumes! For the longest time I thought that implementing alternate costumes was not really possible due to the fact that the game is actually sprite based - but I found a way! A true survival horror staple, I’m sure you’re all happy to hear this news.

Here’s a sneak peak at one in particular for the final game:



Change unlocked costumes on the fly!

History fans will recognize that this is the French Army uniform from 1914 - before being swapped out for the Horizon Blue style uniform later in the war. This happened largely due to the bright flamboyant reds being too easily visible from a distance. I actually had to write an essay about this very uniform for my last semester of university, so there was no way I was leaving it out of Conscript. Let me know if you have any ideas for historically relevant alternate unlockable costumes for the final game.

This new system also made it possible for me to actually have the gas mask be visible on the player character. A nice little touch!



New weapons:

I can now create weapons at a much faster rate. Here’s the latest - the trench shovel. During trench raids, soldiers would often have no other weapons at their disposal other than basic tools lying around.



Any other WW1 themed melee weapons you’d like to see?

Melee improvement:

Melee weapons now have a weak and strong charged attack. Charging up a strong attack results in double damage and a guaranteed stun - at the cost of precious time. You will also have to watch your spacing! This change helps add a little depth to melee combat, which was lacking.



QOL improvements:

There are probably too many of these to name, but I’ll list off a few:

The specific player location in a room is now visible on the map:
The itembox has had a revamp, and now supports taking/depositing specific amounts.

Other small changes:

Items can be auto-combined from simply placing them over each other in the inventory.
Health items can now be used straight off the ground without the need to backtrack to an itembox incase you were full.
Inventory mouse controls have been streamlined considerably.
Many UI assets and icons have also been cleaned up.
The notes, options, inventory and map screens have also been refined.
And more!

Multiple save files:

Admittedly, this feature is long overdue - but it’s here now. It essentially works identically to old school Resident Evil.



Infinite ammo:

The stretch goal we reached back in June has already been implemented and will be available in the demo. It will have to be unlocked though - and I’ll leave that part a secret. Here’s a look:



In this game, it functions as a normal item. If you have it in your inventory, you will be able to reload as many times as you want.

Enemy type revamp:

I’ve also been working on some new enemy types…

Here we have a new standard shovel soldier:


These are probably the easiest enemy type - although they can still deal large damage in groups.

And of course, here is the iconic masked trench raider equipped with his raiding club:


The trench raiders are now a higher tier enemy class - and will prove to be quite a challenge to take out. They are fast, and hard hitting - so it may even be best to just avoid them. You'll also notice they have new sprites that are more historically accurate in terms of colour schemes and equipment.


Oh, and one more thing I should mention about the trench raiders... they can now sprint.



You better watch out!


I am also working on a rifleman enemy class that can attack you from range, although I was not able to complete and balance them in time for the demo unfortunately. Here’s a sneak peak:




That's all for now, keep an eye out for the new demo coming soon!

Accessibility Devlog + Updates

Hello everyone, hope you are all doing well. I’ve been hard at work getting a new demo revision ready for October, probably some time close to Halloween. This will be an upgraded revision of the Kickstarter demo build, with extra features and options.

MAIN MENU

Here’s a look at the initial main menu for Conscript. I find it quite atmospheric and have found myself just keeping it on in the background while I work. The last menu for the previous demo was quite rushed so I’m happy with how this one has turned out.



ACCESSIBILITY

Recently, the topic of accessibility has been on my mind. As a developer it’s easy to find yourself resisting against a player’s ability to alter your “vision” of the game. I can understand this sentiment - as I’m somebody who holds my project VERY close to my heart. This topic was inspired by a conversation on the Conscript Discord where I was asked how accessible the game would be. My immediate internal reaction to any questions relating to adding a new unplanned feature is generally “isn’t my damn Trello board already big enough??”

After some reflection and research however, this is a silly way to look at things. Yes, any new feature takes hours or even days to implement - but that doesn’t mean it’s not worth doing. For example, as a developer I end up putting in many extra days and weeks trying to get the game on different online storefronts or even other consoles, all in hopes of trying to expose the game to more people but I would never question this time as anything but time well spent.

Accessibility is the same thing really. There are extra hours of work I can put in to ensure that MORE people can be exposed to the game and enjoy it. So that’s what I’ve been doing, even if it has meant putting extra work hours in every day for the past few weeks.



VISUAL OPTIONS



Something I wanted to solve was text readability. There are now a variety of settings to adjust different properties of the text in-game.

You can now choose between HD and pixelated fonts. Even though low-res pixel font is coherent with the general art style, it is not the most legible typeface to read. Now you can have the option to “HD-ify” the font, which makes for greater readability.




For those with dyslexia who may have trouble discerning between serif style characters, you can now opt for a simple sans-serif font style OR use Open Dyslexic font. This can also be toggled between HD or pixelated.



Open Dyslexic toggle:



Text colour can also be changed between white, yellow, green, red or blue.



This is applied to all standard text throughout the game!

And finally, the background opacity of the standard textbox can be customised from 0 to 100. If you are struggling to discern between the text and background it may be easier to have this on 100 so the text stands more.

I feel like all these extra little options will solve the text readability issue for the majority of players. Any colour specific elements will also have non-colour related visual indicators. They are small changes but hopefully go a long way for some.

There are also some extra little visual accessibility options for those who may have trouble focusing on certain elements of the game’s artstyle. You can now zoom the camera in up close to our protagonist, and also alter cursor, crosshair and interaction icon properties such as size and colour. HUD opacity can also be lowered, but it is set to 100 by default.



The screen blood that appears when you take damage can also be turned off now, as can any bright flashes in the game for those who are photosensitive or epileptic. For those who don’t enjoy screenshake, that can be turned off too.

It hasn’t been implemented yet, but I am working on having brightness and contrast settings too in the future. Even though the game won’t feature much voice acting, I am going to work on having subtitles available not just for voices but also for any kind of hard-to-read environmental text.

AUDIO OPTIONS

Nothing too fancy, but you can now adjust SFX, music and master volume all independently. This required a rework of the audio system so it was actually quite challenging, but happy to have it completed and working.




BLOOD TOGGLE

Blood and gore effects can now be toned down substantially, although it will be left on by default. The reason I decided to include this is because there may be some who are more interested in exploring the history of Conscript without the intense and bloody combat . In my opinion, Conscript is equal parts a history game and a survival horror game, so there will be cross pollination between those two demographics. Most of you will probably leave this on but it’s nice to have it there anyway.




DIFFICULTY MODES

During the Kickstarter campaign, we reached the stretch goal for two difficulty modes but I am going to include some extra ones in the final game. There will now be six difficulty modes in total.



Training (Assist Mode)

This mode will feature checkpoints, increased health capacity and player damage will be increased.

Recruit / Soldier / Veteran

These three will be the standard easy/normal/hard sort of thing from every other game in existence. Enemy damage and item quantity variables will be the main differences between these modes.

War Hero

This will feature more “realistic” elements from modes like Resident Evil Remake’s “Real Survival” difficulty. Item boxes will be unlinked from each other and limited saves will be mandatory. It will contain the same gameplay modifiers as Veteran mode.

Grognard (French for “old soldier”)

This ultimate challenge will include all the features of War Hero mode but with PERMADEATH. Yep, you heard right.


LIMITED SAVE TOGGLE

Limited saving has always been controversial. The reason I opted for this old-school survival horror mechanic is because it introduces a risk/reward style of gameplay where players generally try and squeeze in one extra “task” before the next save, leading to extra hard decisions being made during gameplay. Understandably, not everyone wants to deal with this though. Despite this being the intended way to play, it will an optional toggle at the start of any Conscript playthrough. Note that on the very hardest difficulties it will be mandatory however.

Here’s a look at the game parameter screen before you start a new save:



You will also have the ability to toggle off Kickstarter backer easter eggs if you so wish.

CONTROL SETTINGS

Any action that requires you to hold a button - such as aiming and running - can now be toggled with one button press instead. You can also turn off mouse support to play the game with a keyboard only.



CONTROLLER REMAPPING

Full control remapping is now available for both keyboard and gamepad control schemes. This was a complicated and time consuming thing for me to implement but I’m glad to finally have it available.





Hang on a second… did the inventory just change?

BAG STYLES

By far the biggest feature in Conscript history....



This was a fun little extra I decided to make when I was testing out the flexibility of the new options menu. Admittedly it has nothing to do with accessibility, but it is related to the options menu! You can now change the colour of the inventory background. You will be spending a lot of time there so I figured it would be cool to give some small level of customization... there may even be some extra unlockable styles in the full game! Any ideas for patterns or designs?



MISC. SMALL QOL CHANGES
  • You can now go straight to the pause/options menu from the overworld without having to go into the inventory.
  • You can now use healing items straight off the ground without having to pick them up.
  • A quick melee feature is available, so you can assign a melee weapon to a separate key. useful for breaking barrels without having to waste time in the inventory.
  • Combine-able items will now be combined just from placing them on top of each other.


So that’s what I’ve been working on the past few weeks! What do you think? I know menu heavy things aren't exactly the most marketable features, but I felt it was important to share. Are there any other reasonably in-scope accessibility options you all would like to see?

CONSCRIPT IS 100% FUNDED!

WE DID IT!

First and foremost, I’d like to thank all of you from the bottom of my heart. This has been such a hard fought battle and the amount of support you have all shown me really has blown away.

Of course, this could not have been done without each and every one of you! Not only through your donations, but your willingness to spread the word and create noise about my project. In the span of a month, we have created such a dedicated community around the game.

The moment I launched the demo and Kickstarter campaign was very nerve wracking. After all, this is something I've spent every day for the past 3.5 years working on. What if it wasn't actually that good? What if some kind of game breaking bug got past testers? What if the campaign failed? These are all questions I freaked out over. But yet, here we are - fully funded with 5 days to go. It's a really crazy feeling, especially as a solo developer.

This is not the end of the war however... we can still push the enemy even further as we shoot for Conscript stretch goals!! Let's give them a lesson they will never forget!!



We have already smashed past the first stretch goal: the infinite rocket launcher. Fans of classic Resident Evil will be familiar with this weapon. Although, I suppose the model that will be in Conscript is actually a grenade launcher - as traditional bazookas had not been invented during the First World War!

The next stretch goal is 2 extra difficulty modes: Easy & Nightmare.



Easy mode:

More resources and easier enemies will be present. For those who just want to enjoy the atmosphere and story of Conscript without too much stress.

Nightmare mode:

Aggressive enemies that pack more punch, fewer resources and saves along with some extra brutal surprises. Only for the most seasoned survival horror fans and Conscript veterans.



As of this post, there are only 3 days remaining. So let's keep this momentum going! Keep spreading the word!!

Kickstarter page: https://www.kickstarter.com/projects/562623591/conscript-ww1-survival-horror

Some quick updates!

About the Conscript demo

On June 16th I released the Conscript demo out into the world as part of the Steam Summer Game Festival. I was nervous to here what people thought of my project. As a solo developer, it is always easy to undervalue your own work, so to hear how much you all enjoyed it gave me a lot of confidence and pride in my game! It was consistently mentioned as one of the best demos of the entire festival which was mind blowing for me to hear. Thank you all for playing the game and spreading the word about it.

This demo was intended to be a Kickstarter exclusive, so it will be removed from Steam once the Kickstarter campaign finishes. So make sure to play and share it before then!

How many of you were able to find the hidden ending? Or gain entrance to the blockhouses? There are a lot of secrets hidden in the demo that you may have missed on your first playthrough.

One week left!

As of this announcement, the Conscript Kickstarter has 6 days left at 75% funded. In order to reach the goal in time, we will have to push extra hard for this remaining week! If you know a fan of classic survival horror or historically based games, make sure to spread the word around.

Click here to visit the Conscript Kickstarter!

New reward tier available

Until Monday, there will be a new Kickstarter reward tier available: the Sergent Chef (Chief Sergeant). This exclusive tier is for $50 AUD backers (approx. 35 USD, 30 EURO). This is for those people who would like an extra discounted copy of Conscript to share with a friend at a more affordable tier. This won’t be available for long!

Discord invitation!

I'd love to invite you all to the Conscript discord. We are starting to gather a really dedicated community of soldiers in the trenches! Moving on further into development and past the Kickstarter, this is where I'll be most active. I am always looking for community feedback, too.

Click here to join the Conscript Discord!


Thanks everyone! Talk to you soon.

I need your help, soldier!

Hey everyone! First, just wanted to say how great it was to see you all enjoy the CONSCRIPT demo over the Steam Summer Game Festival. A few of you have been wondering if I am going to keep the demo up, and the answer is yes! I am currently working on a patch that contains bug fixes, optimizations and even some new content.

A reminder that the CONSCRIPT Kickstarter is live, and has been running for 7 days now. We have just hit 20% funded, but unfortunately this pace is not going to be enough to reach the goal in time. It may seem like there's time, but generally there are massive lulls in the middle weeks of a campaign, so we can't get complacent. The purpose of the Kickstarter campaign is so I can finish the game within the next year, without delays.

Unfortunately, It's going to be real hard for me to finish the game before the target release of Q2 2021 without extra funding, as this is a completely solo developed project.

Remember to share the word about the Conscript Kickstarter: https://www.kickstarter.com/projects/562623591/conscript-ww1-survival-horror

If you enjoyed the demo, consider backing! Rewards for higher tiers include Conscript closed beta access (in January), a Conscript instruction manual, or your name on an in-game military memorial! Extra high tier backers will have the chance to design their own rooms, puzzles or weapons in the game!

We also have a growing Conscript Discord community, you can join here: http://discord.com/invite/hVcAgBP
Hope to see you there, private!

Thank you!