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Dev Diary #12 - Technical Artists - Tech or Artists?

Hey folks,
it is time for another Dev Diary! It's been a while - huh?
You’ve already heard about our cards, our art and our voice actors, so let’s spice it up! Do you know how the part of the game that you can see comes together? That’s the magic of our Technical Artists 🪄

[h3]Technical Artists[/h3] take the produced assets - be it buildings, characters or cards - bring them into the game, and make sure they’re connected properly so that they don’t only look pretty but are also functional.

Interested? Then let’s have a look at some Cards of Fate, shall we?
The process to reach the final VFX stage is as follows:
The Designers design a card and describe the look and mechanic, information which is collected in super-secret lists.
At the end, each card entry contains the name, the faction it’s assigned, which hero can play the card and how it should look in the game.
Our artists then take this information, and, knowing the visual style of our game the best, translate it into a Card artwork, like these:



Once a Developer has implemented the mechanics to make this card work, it’s our Technical Artists turn. They have a look at the secret list and the card artwork, then make the VFX come to life ✨.
When they have a version they can show, they post it to our artists and designers to get feedback. That’s it! Thanks for reading!

Of course not! There is more to it. VFX can go through many iterations until we get the final look to feel and play right. Let’s take our Heavenly Scouts card, for example. You might remember this look from the old Demo:



[h3]But after having created so many VFX,[/h3] we knew we could do better. So that’s what we did!
We adjusted the play effect by adding more glowing circles around the army, highlighting the area. The symbol for Heavenly scouts now shows up later, with more glow, particles and rays, highlighting it to give it more visibility. The symbol also stays longer, giving the player time to appreciate the effect. Then, the lasting effect, which is visible for the card’s duration, got a stronger glow at the bottom, and is accompanied by golden birds at the top, just like in the card artwork. In the end, it looked like this!



This improvement process was done also for other cards, like Divine Revenge. This card deals damage to the enemy if your unit dies. To visualize this, we had... nothing.
So, we added a neat effect! The sword from the card artwork pierces the affected area. The affected units glow from within their bodies, ready to unleash the divine power to damage their enemies if they die in battle. A sword above their head marks them.





[h3]Divine Intervention,[/h3] the card that summons Luminant knights onto the battlefield to aid your cause, look like this:


Before

After






To give it the celestial vibe it deserves, we improved the build-up, adding more golden swirls that focus on a point of energy before exploding and raining down in a divine shower which spawn the Luminant knights.



We also have a little special card for you, one that has come with our new Demo update, along with a new neutral hero for you to play!

[h3]Fool’s gold! [/h3]
This Card makes a pile of gold appear on the battlefield. Blinded by their greed, the enemies rush to the pile, unaware that it 💥explodes 💥after a while, bringing them to their demise. To create this effect, first we started by creating the coins falling from the sky.



Adding a particle effect with a coin mesh and the corresponding texture, we added a collision to make them bounce off the ground.
For the pile of gold itself, we utilized some performance tricks. Instead of creating a mesh with hundreds of coins, we simulated coins falling on a pile in blender, to extract the coin texture into photoshop. We added some layers, to color it properly, and finally created a simple, low-poly mesh in the shape of a pile to add the coin texture. It works wonders!

[previewyoutube][/previewyoutube]

Finally, adding a shader with a moving texture, some glow below the pile, some shadows, and sparkles coming from the magical coins, the gold looks really tempting, right? But there’s more to bring it all together! Some dust while the coins fall and the pile grows, a golden swirl highlighting the affected area upon playing the card, and the explosion effect with coins flying everywhere make this effect truly fun to watch and play.



Cool, right?
You might have noticed our cards have different colors. (Duh, you knew that already, you read our Dev Diaries!) We just covered some of the Battle cards (red), what about our strategy cards (blue)? Let’s look at the Adventure Card!
This one has been in the Demo for a long time, but we often got feedback that we should have more visual support to make them distinguishable. And you were right. Look at this, if it weren’t for the card, would you know you could explore this location?


Before

After






Rhetorical question, of course not. So, we added a visual cue to make the location stand out more. Behind closed doors is something for you, and you get curious. But how can you figure it out? By dragging the Card over it? Exactly! And only after you’ve explored that location, does it return to normal.



[h3]Encamp Army[/h3] is a new card, that you can try out on your own! But a simple hint: It helps you a lot!
Of course, you can build your camp around your unit while it’s not moving! Great for managing multiple units!
But how did it look like? Well, like... nothing?


Before

After






So, we added some play effects consisting of some grey and golden construction smoke (so it’s visible on the light and dark side). After it’s gone, a small camp surrounds the army, consisting of tents, a small watchtower and a barricade, making sure no one enters. A small golden glow ensures that the camp has good contrast on all types of grounds.
Only after you move will the camp get destroyed and disappear.



[h3]In Songs of Silence,[/h3] you can not only manage your army, but also your Kingdom, or any location you possess, providing you have the required materials. Each location can have one additional building, like the Golden Temple, which you’ve seen and used in the Demo. This card increases your Divine Favor income and grants you knew recruitment options. But did you know it has some lore behind it?
At the top of the temple, bodies that have passed away are being burned, so they can ascend to the Celestials. But the old building implementation didn't show any of it!

So, we asked our artists! And they provided us with these overpaints! It’s not really visible here, but it got the point across: Add blue smoke with golden sparkles.
So, that’s what we did!





Additionally, we added more recruitment VFX. Before, in our old demo when you recruited a new unit, nothing happened, and the unit popped into existence out of nowhere. To show their different nature, we divided the recruitment options into 4 different ones with unique effects, which you can see here:








[h3]You know what’s the hardest part of these VFX?[/h3] Making them fit into our yellow biome. To find that perfect color balance that fits into a dark or green or red or YELLOW biome. You know why this is so hard? Because almost ANY sparkling and golden glow effect gets lost in our yellow biome!
You can best see it on these Lootwagon Effects. Each color represents another rarity.

On the darker side, the colorful sparkles and swirls are well visible and give shape to the light beam. To make these also visible on our green and yellow biomes, we added a black glow behind the beams. They’re not visible in the dark biome, not only give depth to the beams in the lighter biomes, but also add contrast to make them visible.



For different ways of how we handled contrast, simply look at this fire effect:





Even if it's small, you notice the red fire of doom immediately on the dark side map, but the black smoke gets lost. It’s exactly the other way around on the light side map. For this effect, we made use of the main colors present, and added them in a well contrast.



As you see, we’re putting a lot of time and effort to not only provide you with a story-rich game with amazing mechanics on the strategy map and in the battles, but also to make them feel good. Whether it be by improving the timings of the effect to make the impact go “Whoomph”, add visual cues to make it more understandable, or simply make them look better.

[h3]We love this game, we love the looks and how it plays, and we hope you will too! [/h3]
Thank you for reading, we hope this Dev Diary helped you understand our Technical Artists VFX process more!

Lots of love!
Ilcin & the Chimera Team





The last 24H on Kickstarter!

What a journey this has been. We're now into the last day of our campaign, with just 24 hours left on this amazing adventure. 

Thank you for walking this path with us - we could not have asked for better companions - but the finish line is now in sight! So this is the last push, the final fanfare. If you're still undecided about what to pledge for or think you know somebody else who would like to be involved, now is the time!

[previewyoutube][/previewyoutube]

In this final straight, we're shooting for our next stretch goal, having just smashed through the 90,000 barrier. We're adding co-op multiplayer, which will allow you to form alliances against the silence—or with it.

Next up is Master Your Fates at 100,000 Eur - a stretch goal that will introduce the chance to remix skirmish maps, modify victory conditions, and set custom rules! We'll also be recommending community favorite settings to keep the challenges flowing! With this new mode, you can experiment to your heart's content and create new scenarios for you and your friends.

Therefore, if You haven't yet considered pledging, this is the last call to secure some of the great swag unique physical goodies, all at special prices:

->https://www.kickstarter.com/projects/chimeraent/songs-of-silence
Help us to cross the €100.000 mark on the finish line!




Closed Beta Balancing Update: Old Race Version!

Hi all!
After our last Closed Beta update, we were able to gather a lot of feedback and suggestions. Especially our balancing needed another pass, and we've been working hard on fixing them!

Perfectly in time for the weekend and your multiplayer sessions, we have focused on the Old Race balancing and have an update for you! Here's what we fixed:

  • Neutral Armies now don't attack garrisons with units
  • Hero recruitment was displaying building material instead of secondary faction resource before, now it is correct
  • Rebalanced Crusade starting resources: 100 Gold, 50 Building Mat, 65 Void
  • Rebalanced Old Race starting resources: 200 Gold, 150 building mat, 25 Hymn
  • Bugfix for all units with Area Attacks: now they target the floor under units, there was a mistake in the balancing setup before which caused them to miss a lot
  • Decreased Ward + Armor chances to block damage
  • Removed Animate Konstrukt Card from the Konstruktor Card pool, decreased spawn chances for bigger Konstrukts (please note that the chances increase though per Konstruktorium Level and for higher prosperity tiers of the Excavation Site)
  • Added Pierce 1 to Shunned Flinger unit
  • Fixed an exposed loca string in the recruit Brigand Cavalry Card
  • Added units to the rogue prince starting army (both starting hero and base hero)
  • Added Charge card to the Triune, took away hold the line card
  • Fixed false icons on the Storage and Supply perks
  • Increased the range of the Firstborn Militia Line Attack
  • All konstrukts will cost building material instead of gold (same amount)
  • Changed the summon konstrukt unit pool (removed Ansturm from lvl 1, removed Worldscar from lvl 2, adjusted weights for all lvls)
  • Removed stun from Draw Hymn card
  • Defensive Fire cooldown changed of to 15 from 5
  • Increased the Hymn costs of recruiting konstrukts, buildings & life node now costs hymn instead of gold
  • Added missing loca key for Life Node upgrade
  • Call of Life will heal up to 5/10/15 HP instead of 20
  • Empower attack speed buff changed from 0.5/0.8/1 to 0.2/0.3/0.5
  • Triade of Arms will spawn not full units: Garant&Harbinger 4/6/8 and Lorekeeper 2/3/5
  • Pioneer perk will now reduce not only gold and building mat costs, but also hymn, void, divine favor
  • Old race enclave prosperity points needed to build up increased to 15(lvl2) and 40 (lvl3)
  • Old race enclave income changed lvl 2: 25->30 Gold, 22->25 BuildingMat, 7->10 Hymn. Lvl3: 35->45 Gold, 30->35 BuildingMat, 10->17 Hymn




Implementing these changes and balancing the game so that it is enjoyable for you all could not have been done without you, so thank you!

We're still open for feedback, especially for Map3 and Map4 of the Campaign available in our Closed Beta, and to make playtesting even more interesting for you we're giving away 1 early access key among all submissions! So leave your feedback here!

Thank you!
The Chimera Team!

Have your image be featured in our Artbook! Songs of Silence Art Contest!

🎨ART CONTEST!🎨

We're looking for talented artists to draw one of the characters from the game in the thread below, with the winner being feautured in our official artbook! 👇
https://www.kickstarter.com/projects/chimeraent/songs-of-silence?ref=7qx1xl


[h2]How to Enter:[/h2]
🎨 Create your artwork in any digital format!
📧 E-mail it to [email protected] with a short intro and your contact details!
📸 We encourage you to post your artwork on your socials and in our official Discord! Use the #SongsofSilenceArtContest and tag us!

[h2]Prize:[/h2]
The winner will be featured in ourofficial Songs of Silence artbook together with works from our artists and receive a copy of the book & the game!
We will also include your professional contact details, pretty neat, right?

[h2]Deadline:[/h2]
Deadline is the 20th May 2024. Winners will be informed within 7 days and have 14 days after to claim your prize. Don't miss this chance to showcase your artwork!

[h2]References:[/h2]
[h3]Lorelai![/h3]


[h3]Arbiter![/h3]


[h3]Katra![/h3]


[h3]Legal & Rules[/h3]


Have fun and enjoy! We're excited to see your artworks!
Cheers!
The Chimera Team

🚀Kickstarter is still running live🚀| 🎯Closed Beta gets a new update🎯

We are truly humbled! After reaching total funding for Songs of Silence in under 8 hours and achieving the first Stretch Goal in less than 3 days, we have just reached a second Stretch Goal.



This means we can enrich our game with brand-new cutscenes and a lore-rich intro and outro. From this place, we want to extend a BIG thank you to our community and everyone who has supported us so far! PS. If you haven't yet pledged but want to grab some cool awards, here is the link:
👉 https://www.kickstarter.com/projects/chimeraent/songs-of-silence 👈

We will add a new lore intro sequence at the start of the game and extend the outro video at the end of the campaign. These will be animated using our beautiful blend of 2D art nouveau stylized and 3D mapping animations, which you’ve already seen in our map introductions!



The intro will guide you into the lore of Songs of Silence - where you can learn about the background of our world. Our extended outro will explore the protagonists' fates more deeply and illustrate the story's outcome more beautifully than we could have done in-game and with voiceovers.

Finally, we will ensure that the end-game credits get some extra love: they will be illustrated with a selection of artworks and scored by a particular theme from Mr. Sakimoto.

The next goal is for the hardcore gamers, the achievers, the winners, and the players who want to focus on the story. Let us introduce you to the extra difficulty levels!

This goal, unlocked at a €70,000 funding, will incorporate two new difficulty levels: Story and Warmaster. Story mode makes the game challenge easier, lowering the battle difficulty to let players focus on our carefully crafted narrative with a reduced chance of an embarrassing Game Over screen.
Warmaster is the opposite—an unforgiving, challenging experience in which enemies pose much more danger while your troops are less effective.

Pledge now, and help us fund the goal! 👉https://www.kickstarter.com/projects/chimeraent/songs-of-silence



CLOSED BETA - UPDATE V3 - Change notes

We also have great news about our Closed Beta! Not only did we update the demo last time, but we have an updated closed beta that will go live now!

Here’s what changed:

  • We have rebalanced and updated campaign maps 01-03. This also includes some smaller tweaks towards the scripting and voiceovers.
  • We have implemented a set of fixes & improvements towards map02
  • We introduced the first version of Campaign Map 04.
  • You can now test all 3 factions in skirmish & multiplayer (1000 Kingdoms, Old Race, Crusade) and one neutral Hero (Rogue Prince). Please notice that the Old Race and Crusade have a particular faction mechanic. You can also find more info in the game manual draft we shared on Discord.
  • We've updated all cards, units, and factions balancing.
  • We've added new content, including units, cards, locations, and battlefields.
  • We've added the new skirmish maps, which you can also find in our freshly released demo.
  • A new tooltip system to make information on locations, units, heroes, and cards more accessible and easier to understand.
  • A new objectives system to give better information on what to do on a map
  • The much-wished feature for disbanding your units!
  • We changed how the retreat card works in battles.
  • We reorganized the inspection screens.


And as we know that you all want it, an improved AI is now more capable of playing cards, creating buildings, healing, and transforming units. Please note that this is only the first update; we are still working on more improvements.

Make sure to join our Discord Server here: https://discord.gg/p3eEBrWaCj

We have a dedicated section for Beta-Testers and will also have a survey for you sometime this week.
Please play the Campaign and leave us feedback and suggestions! We appreciate your insights, as they help us improve the game!

Are you keen on trying out Songs of Silence in Multiplayer? Then this is for you! All you need to do is apply here with your Mail and Discord ID:

https://docs.google.com/forms/d/e/1FAIpQLSc1wO4s21i_Ib0XzRGGJobQ6RNE5jRVAtlF1t6T2aoGGGuKBA/viewform

Good luck, and see you on the battlefield!