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Skyclimbers News

SC Newsletter / Monster Taming Gameplay / Alpha Teaser / Year in Review





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[h2]We premiered the first look at monster taming gameplay earlier this week! The team is already hard at work improving animations, AI, and models! [/h2]



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[h2]We released a teaser for the official Alpha trailer, see you on March 22nd for PC Alpha!! [/h2]



[h2]We can't believe it, but a year has already gone by since we launched our successful Kickstarter campaign... [/h2]

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[h2]We wouldn't be here today without you, and this is our way of saying thanks. 🤝🥰[/h2]





[h2] An impressive goal was met this week as we crossed 50,000 Wishlists on Steam!! This is halfway to our goal of 100k before release. [/h2]



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[h2]After some feedback from our last game play, we decided to briefly revisit free building with more detailed parts and snapping points. [/h2]



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[h2]Before the monster taming premiere, we sat down with popular Monster Taming YouTuber Gym Leader Ed to talk everything gaming, mon-genre, and Skyclimbers![/h2]





[h2]PC physical editions are ready for print and will be shipping within a few weeks 😎[/h2]





[h2]With Alpha just weeks away, we hope you're as excited as we are 😎[/h2]



[h2]Once again, from everyone at Paratope we say thank you for making this possible through Kickstarter. [/h2]



[h2]Until next time! Thanks for reading.[/h2]



Skyclimbers Early Access Release Date - 11/11/2022



[h2]11 / 11 / 2022 is the planned EA release date on Steam![/h2]



[h2]The release will also be available on GeForce NOW![/h2]





[h2]Get ready for PC Alpha in just 2 months! Here are some things to consider:[/h2]



[h2]- Make sure to redeem your Steam key and register using the custom launcher:[/h2]






[h2]
- We are scheduling this far out to give a solid 6 months of development after the Alpha release, so that Early Access ships in a performant, stable, and feature-rich state.



- Alpha is NDA free, so refresh that old Twitch account with some new SC branding 😉👉Creator Kit [/h2]





[h2]See you very soon in Alpha, and until next time thank you for your continued support. [/h2]

Join us at 12:00 EST for 30 minutes of Survival Base Building Gameplay!

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[h2]Join the conversation on Discord for a live Q + A during the premiere![/h2]

[h2]Discord Link[/h2]

Dev Log: Procedural Village Generation

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Procedural generation can take many forms. In Skyclimbers, every aspect of the environment is procedurally generated -- including villages.




    Villages will spawn along roads, and always include three types of buildings.
    At the center of every village is a town hall, followed by a surrounding ring of middle class.
    On the exterior ring of the seed, farm houses and fertile land spawns.




    Domestic Sentius will spawn near villages, in the farm lands.
    These include bovine or sheep like Sentius, they are always Neutra type.
    Sentius inside the village belong to villagers, but you can inherit them through ownership of the village.






    Houses are designated to each tier of the village, and will spawn villagers with roles respective to the building.
    Farmers spawn at the edge, while shop keeps and smiths spawn in the middle.
    Later versions will randomize houses within each tier, along with the town hall.






    Villages will spawn naturally along the landscape, but wild Sentius keep their distance.
    You can find villages in any biome, with be local dynasty-based variations.
    Village generation will override terrain and flatten it within a radius.


[h2]Some features we plan to improve in future versions:[/h2]



    Texture spawn rules
    Terrain flattening near buildings
    Asset proximity
    Slope rulesets
    Building variation


[h2]Until next time, thank you for your continued support as we get closer to the Alpha release. 🤝[/h2]



SC Newsletter / Development Update / Engine Update


Happy Halloween!





Vorak is excited for Halloween 🎃





[h2]This month we began round 6 of Pre-alpha development. [/h2]

  • Round 6 is dedicated to advanced world generation features for all major Dynasties.
  • Each Dynasty features 5 unique biomes, each with a set of sub biome criteria.
  • The advanced world algorithm allows for complex spawning such as towns and villages.
  • Major features included with world generation required an engine overhaul as well (navigation, multi-threading, pooling and more).




[h2]Each Dynasty's world algorithm begins with a series of biome concept art pieces...[/h2]




The Foryoku Dynasty claims "Yukos" as its home...




The Aer biome spawns at the center of each continent in Yukos




The tundra can be an unforgiving place, but boasts long viewing distances.




The Alpine biome offers a wide range of temperatures and sub climates...





The Rokkuhito Dynasty claims "Rokkuton" as its home...




The Savannah biome features massive fauna and flora...




The marshes of Rokkuton boast a vast selection of biodiversity...



[h2]After concepts are completed we begin to implement the features into our world algorithm. [/h2]




Concept, 3D, and algorithm spawning in order...




Dynamic weather showcase, which is also biome dependent...



[h2]More surface details are added, such as ruins and more diverse plant species / groups. [/h2]




Complex overlap between organic and man made spawns...




100% procedural landscape






Vorak and Thracion were redesigned to a higher fidelity...




Lyonarc, Vorak, and Yakkir in the coastal meadow biome.




[h2]Checkout the next 100 Sentipedia entries!

[/h2]




[h2]You can explore more Dynasties on the interactive world page![/h2]




[h2]
We made some major updates to our Ion engine:[/h2]
  • Better cross-platform support
  • New rendering features
  • Advanced world generation
  • Performance upgrades



Side by side of Ion engine 0.1 "left" vs 0.2 "right"




Better character rendering and longer draw distances showcased in Ion





[h2]We are excited to announce that Paratope is now an official PlayStation partner 🎮🤝[/h2]
We will now be able to develop Skyclimbers for the PS4, PS4 Pro and PS5.





[h2]Due to global pressures on supply chains, shipping prices are too high for certain physical products right now. [/h2]

  • We have successful prototypes of the remaining products such as plushies and Art books.
  • Shipping prices internationally have gone up exponentially, so we may have to wait until all inventory can be ordered to our offices.
  • Thankfully, we already have a surplus of 1,000 plushies in our new storage facility.
  • Expect an update on this in the next newsletter.




[h2]As always thank you for the continued support as we get closer to Alpha. 🤝😎[/h2]
Until next time...