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BattleJuice Alchemist News

BATTLEJUICE ALCHEMIST Nominated for Best Visual Art at DevGAMM 2023!

We are thrilled to announce that BATTLEJUICE ALCHEMIST has been nominated for the esteemed DevGAMM 2023 Best Visual Art award! ːsteamhappyː This nomination is a testament to the hard work and dedication our team has put into creating a visually stunning and captivating gaming experience.

We would like to express our sincere gratitude to the DevGAMM committee for recognizing our artistic achievements. We also extend our heartfelt thanks to our talented team of artists and developers whose creativity and passion have made this nomination possible.

The winners of the DevGAMM 2023 awards will be announced at the ceremony, and we eagerly await the results. Stay tuned for more updates on BATTLEJUICE ALCHEMIST!

DevLog: Translating an RPG is hard

Hey folks,

I have recently been working on the translation system for BattleJuice Alchemist. And surprisingly I found this to be quite a fun task to work on. Seriously! In software development there is a lot of talk of localization, internationalization and also globalization. I don't want to get in technicalities here, but just talk about some interesting stuff, so let's dive in.

First of all, what we are currently working on is the translation of actual language. This means, we are not e.g. switching visual assets for certain regions. So the basic feature here is that you can switch the language like so:



What we do first is to create a German translation, because it is the native language of our team. Further versions will be made by our publisher ESDigital. The game will come out in quite a lot of languages, but I don't want to say anything final yet.



The first challenges we have to overcome are the obvious ones: In some places you have to dynamically size the font to make the text fit a button, in others, you can implement a scrollable box or find different solutions to accommodate for varying text lengths. BattleJuice Alchemist as a complex RPG is quite heavy on the UI side, so this is a lot of work. And there is actually quite a lot of text. Every word that needs to be translated literally costs money. If the word "level" shows up in 50 places, you don't want a translator to charge you for 50 words, but 1. So you create string tables for words that are used more often, so they only pop up once in the sheet of text to be translated.

All in all I found Unreal's localization system to be super easy to work with. I was able to set up the system and provide our team member Jan with a .PO file that he then could use to make a first test translation in German. We are using a tool called Poedit that runs on the DeepL and therefore often gives you perfect pre-translations out of the box. But it is not perfect. I asked Jan to tell me about the challenges a bit, here is what he said:

When translating with Poedit, I still found there is the need to focus heavily on individual letters instead of broad meanings. Everybody knows the example with that txet taht is rdaelabe if you just scan the context. That does not cut it when checking AI-translations and made me squint my eyes every now and then. For example, strangely, "damage" was translated into "dSchaden" every time, with the "d" being utterly wrong.

We obviously had to check for possible misunderstandings. "Flask" most often got translated as "Kolben", which is technically right, but only in the context of chemistry. That would be fine in the game itself, but not when it comes to a German speaking player base, where "Kolben" would most likely be associated with the "piston" of a car engine.

An ongoing challenge is to make the German text smooth. "Frog Hop Flask", three short words, could be translated as and combined into "Froschhüpfflasche", a one word monster. The German eye stumbles over the double h, each belonging to a different noun. And then the same thing is happening to the double f...


The challenges I myself faced so far were more of dealing with the crimes I had committed in the past. I had to deal with technical debt when e.g. rewriting systems that were lazily relying on comparing text. Very simply put, the computer couldn't say if an item is a "sword" when looking at its name, because it is now called a "Schwert", because we are in a German translation.

This devlog has become a lot longer than I planned, so I'll just stop here. Just one thing I discovered and found really funny is that Unreal lets you localize your game for a LOT of cultures ;)



Let me know if you have questions or own struggles with translations, I like to chat about this stuff ;)

Have a great weekend!

Alain

DevLog: Getting the Band Together

Hey folks,

this week we have some celebrating to do!

For over a year while working on the game itself, I worked on biz dev opportunities to get funding for BattleJuice Alchemist off the ground. It was a lot of work, but now it is done. First, I secured Media Funding Rhineland Palatinate, which is funding from the state I live in. Then I applied and received the German Federal Funding for Video Games. Both are amazing privileges I am incredibly thankful for.



And, last but not least, I found a great publisher who believes in my vision and allows me to even expand the scope and polish of BattleJuice Alchemist: ESDigital Games. Here comes a picture of their team and mine together:



As you can see, not everybody could be at the celebration in person, which is why our Swiss Army knife Patrick created these BattleJuice Alchemist-style portraits, so they could be in the photo. During the course of development, I will be supported by Jan, who does QA and helps with game design, Patrick, who does 2D/3D art, Dominik, who will work on music with me, and Rebecca, my agent from DDM, who will continue helping me with biz dev.

The guys from ESDigital have been doing what they do for over 25 years on a variety of games. They have multiple titles in their portfolio that are similar to BattleJuice Alchemist, such as Remedium by Sobaka Studio. In this gif you might see the similarities ;)



I love the hyper stylized look of many of ESD's games and feel like BattleJuice Alchemist has found a great home. The team and I already got started with work and I could not be happier. Thank you for following along and supporting me on this journey!

Have a great weekend!

Alain

DevLog: Debuffs & Decoys

Hey folks,

here comes another how-it-is-all-related devlog!

Debuffs have been a thing in BattleJuice Alchemist almost since day one. Enemies can use them to slow you down and cap your resource pools for a short amount of time. Here you can see an enemy debuffing the player in close combat before landing attacks:



Players can get rid of debuffs by Juicifying a Health Flask of preemptively shielding themselves against them. The new thing is that enemies now also debuff player built structures. In the following gif you can see that the tower does not emit light anymore after being debuffed:



The players on the other hand have a tool themselves to deal with this: decoys.



The decoy you can see here (a burning one) catches a debuff, so it does not affect another part of the tower. In the following gif you see the enemy using a debuff, but this time it affects the decoy instead of the illuminant, which itself continues emitting light and breaking the enemy's shield.



There is a bit of mayhem going on there, but I hope you get the gist. The player has to decide whether they think a decoy is worth the resources and tower space or if they prefer other tower components.

That's all for today, I hope you enjoyed reading and have a great rest of the week!

Alain

DevLog: Shields & Breaking Them

Hey folks,

in the last devlog I gave a little sneak peek on a base-building element that's called an illuminant. But before I can explain what it does, I have to get to the main topic of this post: enemy shields. At nighttime, enemies become encapsulated by a protective night shield.



Night shields protect enemies from taking damage once, before they disperse. But while it is still nighttime, they regenerate. The player can disperse night shields with regular attacks...



...or utilize the tower element I was talking about. These illuminants disperse shields, which makes fighting close to your tower a very valid option.



Another very efficient way to deal with night shields are multi step attacks. For example, you can utilize barrels. Your explosive flask disperses the shield and triggers the barrel, which then spawns more flasks that deal damage to the now unprotected enemy.



I still have to do some testing e.g. on how fast night shields regenerate. If you want to have a look yourself in the Steam playtest, I would appreciate to hear your feedback.

Thanks for reading and have a wonderful weekend!

Alain