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World Turtles News

Progress Update and some Personal News

Good day, fellow Meeps,

I considered carefully whether I should mention this here, and finally decided I should. I recently took a 4-week "working holiday" with my wife and kids - we camped in tents for 3 nights driving down to stay with good friends for a couple of weeks before heading back. Towards the end of the trip my mother unexpectedly passed away...

So, I've had a couple of weeks largely away from work/developing. My mom was my biggest fan and she had always been extremely excited that I'd grabbed the opportunity to do something I loved - creating World Turtles. If my kids one day think half as highly of me as my mom did, I will deem my life successful...

I have now started developing in all earnest again and am still loving it! I have a long list of things to tie down before the huge UI (and more) update, which we are planning for early-to-mid November. The biggest updates since the last post here are:

Objectives and Messages




Objectives (with dynamic text updating with the game state) are now displayed with messages, and the player can choose to hide/display either/both categories. Clicking on an objective/message also takes you to relevant location or opens up the relevant UI. You can also minimize the messages, which displays only the icons, while restoring the one you hover over.



New Functionality / Gameplay


The most important new functionality centers around Space and the Turtle. Feed Bales are now available from the start of the game. These can be delivered to the Turtle via Helicopter, and you can steer the Turtle around in space (with some new elements, detailed below) from the start.



The Space Minimap has been greatly enhanced! It shows you the range and sensitivity it's able to display, and how to increase that (using Lookout Towers). It also supplies a Climate forecast (the span of the forecast increases as your visibility increases), which will also be used to indicate suitability of crops for the immediate future. On the right you will find information on Feed Bales and Catapults, with progress indicators and tooltips, while the steering happens in the center of the space map. Finally, you will also notice some new "icons" on the space map indicating naturally occurring food and crystals in space. These will be the targets you aim for while steering the Turtle.



Implementing the functionality for allowing a "climate map", a static overlay (for aiming) centered on the Turtle and a dynamic overlay (for special regions) moving with space, while also allowing the player to interact with all of these and the game to know when the Turtle finds itself in which conditions, was quite technical, but it all seems to be working very well now.

Short Cutscenes


Certain achievements now have short cutscenes (skippable) as a reward. For example, the first time you feed the Turtle with a feed bale and helicopter, or the first time a fault erupts, a cinematic camera will follow the action. The game also starts with a quick zoom-in-from-high up (and runs in reverse when you exit), and the title screen has an interesting zoom-in from time to time.

Let me jump right back into working on the UI - I can't wait for the next update to go live!

De Chelonian Mobile
Gideon

Preview of the new UI/UX progress

Good day, fellow Meeps!

It's been a while since the last update, and I wanted to post some screenshots of the new UI/UX progress, to show off what I've been working on with the UI team. Almost all of the required artwork pieces have been completed, but I'm also spending a lot of time on the new layouts, functionality and behind-the-scenes technicalities, so that the updated UI/UX is much more than just a facelift of the icons. I've also already reworked the "Assistant panel" of the tutorials to allow it to stay on-screen while you perform the actions it requests. It also allows you to cycle back through all the previous messages of the tutorial, and the construction panel only displays icons for the building types applicable to the specific step of the tutorial, introducing the UI information in steps.

Some of the UI panels / levels of detail can be toggled by the player, so you can decide how granular you want the information on these panels to be. Not everything in the screenshots below have been finalized, but they give a very good idea of the direction of the new UI/UX. I'll be back soon with more previews!

De Chelonian Mobile!
Gideon







World Turtles is in Dreamhack Beyond!

Hi everyone!

We're excited to announce that World Turtles will be showcased at DreamHack Beyond on August 18th, 2023!

Check out the Summer Indie Showcase at https://store.steampowered.com/curator/40157993/sale/DreamHackBeyondSummerIndieShowcase . We’re super excited to see you!

If you want to join the community, join our Discord!

Thanks for your support and we’re super excited to show off all of our hard work!

Our "The Beginning" nominated for the Game Music Award at Film Fest Gent!

Good day, fellow Meeps,

Nominated!


"The Beginning", especially composed by Kyle Misko as the title track for World Turtles, has been nominated for the very first "Game Music Award" category of the "World Soundtrack Awards" along with some HUGE names like Star Wars Jedi, Hogwarts Legacy, World of Warcraft, Resident Evil, Far Cry, Diablo, God of War Ragnarök, A Plague Tale: Requiem, Gotham Knights, The Settlers, Ghostbuster, Teenage Mutant Ninja Turtles, etc.



Public Voting


This forms part of the International Film Fest Gent. After public voting closes on 21 August, 5 finalists will be nominated, with the winner being announced on 19 October. We don't realistically expect to beat out such heavyweights, but you never know, and just being part of the 88-track-long-list is already quite exciting!

If you would like to listen to the candidates and vote for your favorite, you can follow the links below:

Spotify Playlist

Film Fest Gent Voting Page

YouTube video of the complete track "The Beginning"

De Chelonian Mobile!
Gideon

New triangulation and textures, Improved Placement and Optimization is Live!

Good day, fellow Meeps!



I'm happy to report that the smoother terrain triangulation, less restrictive building placement, new terrain textures and improved optimization is now live! More detail in the links below.

Improved Optimization:
https://store.steampowered.com/news/app/1512050/view/3674421166715540061?l=english

Smoother Terrain Triangulation and Less Restrictive Building Placement:
https://store.steampowered.com/news/app/1512050/view/3696938531596732980?l=english



I'm aware of a few small visual glitches that do not affect gameplay (mostly where rivers and roads are concerned). If you encounter anything strange with the new triangulation, please mention it here or on the Discord server.

Next up: Improving the UI/UX. I'm working with a professional UI team on this one...

De Chelonian Mobile
Gideon