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Devlog #6 - Garden Variety

Hey friends! The last month I was able to work on Mudborne pretty much full-time, so I got a whole lot designed and implemented - let's get into it all.

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[h2]Biodiversity[/h2]
After finishing the designs for all of the mechanics, I also spent some time trying to design how each of the 5 main regions would look and feel.



Originally when doing the overworld design I didn't think much more than what the waking vs dream world, but now I knew roughly the size of the world and the areas in it I knew I couldn't get away with just using the same "biome" style throughout the game - sure I could do a few different flora/fauna and setpieces to match the utility of that area in-game, but I wanted to make each of the regions more unique and interesting.

I went through a lot of different styles before settling, here's a few of them!

1. Initial idea, blue/greens for waking and then more vibrant for the dream


2. More detailed flora + grass that you can see in the first two green areas, can also start to see more interesting tree designs + stone decoration for the islands


3. Settling on the third "residential" area and the dream counterparts for the first three regions, plus starting to narrow down the snowy + central region styles


4. The current designs, with the first 4 regions implemented while I still tinker with the final central region


Lots of the color changes were tweaked slightly over time too - the first concept was drawn towards the start of september, the fourth one is what is currently used in-game (although still working on the 5th one)



The main thing I wanted was to have lots of variety and interesting plants and flora to make each region feel more unique outside of just palette changes - some areas also go a step further with some larger unique stuff, like the algae in the swamps or the flooded rooms in the residential district.



As I was designing them I changed the grass style to be an actual texture - darker blades that are part of the tiles themselves, and then lighter blades that I actually individually place.

I think this was a nice middle ground as I can get some unique grass patterns that are not tiled and dont look too repetitive. I also added a lot more stone tile decoration stuff, like the bricks or the vines - just to help make those sections more interesting as in contrast to the water they were very flat and empty.

For comparison this is what the demo had for a standards building:


And here is a normal building in the full game with the newer designs:


It's a bit more work to create the levels now as I have a lot more stuff to place manually - but I think the end result is worth it and let's me have much more interesting and pretty areas to explore, which is important for a game where I want players to explore and find all the secrets.

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[h2]Spore Printing[/h2]
While working on and off on the actual world style, I started to work on implementing some of the new mechanics for the full game - the main one not really covered by the demo in any way is spore printing and hybrid mushrooms.

As it stands in the demo you farm mushrooms, each with a special effect to modify traits. You can then combine 3 of these together into 1 "magic mud" to modify your frogspawn.



With hybrid mushrooms the idea is that you can combine any two standard mushrooms together to make 1 mushroom with the effects of both - this means you could have up to 6 modifications within one generation!

To do this you collect spores from either natural spawns or your farms, and then you make 'prints' of the spores to paper, which lets you print two different mushrooms to the same piece of spore paper.



You can then use this paper in your farms - so instead of waiting for spores to form naturally you can just set the spores you want. You wouldn't even need to use a hybrid spore paper for this either, so it's a bit more control on exactly the spores you're farming.

Once the mushrooms bloom (as hybrids either mushroom's conditions can be met), you gather them as normal and grind them into powder as normal - but they are now a hybrid mushroom/powder with both effects applying to them when used.



This will get a bit complex, but it will be useful for a bunch of reasons - you can counteract 'bad' modifications you don't want into one mushroom, you can do more changes quickly in less generations, and then the main reason to solve more complex genetic puzzles.

It also gives the player a lot more options to approach making a genetic key, as there will be more than 1 'correct' answer or combination to meet the trait changes required across generations.

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[h2]The Kindergarten[/h2]
In the demo you're just in an area based off the 'Spawning Pools'. In the full-game, after leaving this area to a central hub region, one of the first main regions you can go to is the Kindergarten.



This is the region where frogspawn+tadpoles are raised at the pond, as well as where mushrooms and bugs are farmed for resources and food.

Because of that the gameplay focus of this area is on learning about hybrid mushrooms, getting some better farming options, and upgrading the bug collection mechanics to make it easier to get bugs en-masse - like the bug traps that let you use extra-stinky frogs to attract and catch bugs automatically while you're away.



It also introduces the first overworld "obstacle" (not counting the puzzles like the gates or the pressure pads or lilypads) - algae blooms.



These deadly blooms can't be crossed, so you need to clear them. Luckily you have a whole hoard of frogs at your disposal, and by boosting the "Edacity" trait you can make some very hungry frogs that'll eat anything not nailed down.

Placing them in filters will slowly clear the algae nearby and let you pass through to the areas they're blocking off.



When you come to this region you'll get to learn about how to handle algae and given the tools to clear it - but you would of already come across some smaller blooms in other regions. So once you have the machines and the frogs from this region you can go back and explore those other areas.

I also wanted some stagnant water pools to this area as it seemed fitting with the theme that certain areas would be blocked off to make stagnant pools for certain bugs or flora to grow in - not entirely sure what I'll use these for yet but it's nice to have some stuff open ended for when I come to the actual real world design and playtesting to tie everything together.



While testing all of this I've been using a "dev" map - which is just a bunch of different regions slapped together each with a mini-island.



It's helping me visualise the look+feel of each region and means I've already implemented the gruntwork for adding that region - when it comes to designing the map of the full game I won't have to do much more work outside of just creating the areas, the rest is ready to go.

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[h2]Residential District[/h2]
Moving onto the next main area, the residential district - this focus on two main things, Saturation, and Croakwork. Saturation is one of the frog traits, the higher the trait the wetter the frog, the lower the trait the dryer the frog.

This is taken to extremes in this region, as you will get the ability to make a 1S frog that is so dry it absorbs water, and a 7S frog that is so wet is seemingly makes more water. Together this frogs can be used with a Dehumidifer + a Hydrator to effect the nearby environment.



This is hinted at in the demo with the standard cultivators - that there'll be mushrooms that require the extremes of moisture and temperature, and this is the first region to cover those extremes.

Using these machines lets you make the environment a lot wetter and dryer than it should be - for example making extremely damp indoors regions, or extremely dry water (has science gone too far?).



An even more extreme use of this trait comes in with "croakwork" machines - automated machines powered by the sound of frogs, created by the Engineer. The first of these machines is the Drainer - a powerful croakwork machine that uses minimum saturation frogs to drain the flooded rooms of the residential district.



You can enter these rooms at first, however you can't interact with any of the flooded objects until you drain the room - revealing the objects plus anything else that might have been hiding under the water...

By draining the rooms you're helping to restore the region ready for the hibernating frogs to return, as well as uncovering some pathways to get around the area and find other secret places or basements.



Other croakwork machines introduced here include the "Masher" - an automated grinder upgrade, and the "Harvester" - an automated machine that will harvest nearby blooming mushrooms and renewables automatically.



There's not a lot in Mudborne that needs to be automated, so there's not too many machines, but there's a few that should be useful and as I play more I'll be able to spot any processes that might need an upgrade that can be added to the Engineer's stock.

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[h2]Fancy Flooring[/h2]
While implementing these two regions I was also messing around with some flooring designs. Both the algae and the flooded room water are types of flooring, so I was already having to implement that system and the auto-tiling stuff, so it was easy enough to then start adding more decorative flooring.

These will go alongside a whole host of decorative items and furniture to allow you to make any area you're own.



I tried to give both the wooded flooring and wooden piers a bit more interesting textures to them too rather than being perfect repetitive planks, as the original texture (ripped from APICO) no longer matched with all the new design stuff I'd done with the environment.



I had to do some messing around with the flora in the water and the new grass, as due to how I render the order of certain things the flora would be on top - so when placing tiles you temporarily disable any flora underneath so it's not causing issues.

This is similar to how the algae disables any plants underneath it, meaning that you can't get bugs or mushrooms on any areas of water covered in algae - and also what I'd use with ice to decide whether to show a frozen/snow covered variant of the sprite instead of the default one.

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[h2]Ice Frog Cometh[/h2]
After finishing up those two areas and all the mechanics in them, towards the end of this month I started working on the icy region, Cold Storage.

This is where the residents of the research pool store their food and genetic materials, using the cold to keep things preserved. This area introduces temperature extremes (hot+cold), as well as ice that can be thawed out - or created to allow you to cross deeper water by freezing it.



I've only just now started to get the region loaded into the game - there was a lot of design stuff I was doing first. However now it's here I can work on the new machines that utilise the temperature and let you freeze water or melt ice. There'll be other things to unfreeze too - frogs, gates, and NPC...



As it's the region themed around storage you'll also get a whole bunch of new storage themed upgrades and advancements, like a big box to store all your frogs and search them easily, or an upgraded cauldron that can store all of your powders inside.

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While doing all of this there was a few other odd bits and bobs I was working on, like polyps which are growable jellyfish for the dream world - or huge mangroves which will have a special use in the dream.



I was hoping to have done all the mechanics this month and implement them all, but I ended up not getting through them because I was sidetracked by adding the actual regions themselves - I didn't need to for most of the mechanics (and even flooding/ice I could of tested without the region itself), but I think it helped me see how the region would look and tweak things with the mechanics to fit better into the world that I wouldn't of done otherwise.

Over October I'll be finishing up the cold region and the central region, and getting through the last lot of machines to implement (orange, purple and brown sections below)



With that done I'll then be able to leave the developer map behind and start designing the actual world itself - which is going to be most of the game development time I think!

~ Ell

Demo 1.2.0

Changes
- Increased stack size from 99 to 999
- Updated some sprites (mainly overworld grass) to keep in line with the full game's style changes

Bug Fixes
- Fixed genetics tooltip not refreshing with correct data on same-species frogs
- Fixed water wading sound fx missing
- Fixed particles initial position being wrong (more noticeable on jelly pfx)

Devlog #5 - The Long Road Ahead

Mudborne's new demo is finally out, and it's been lovely to see how much you've all been enjoying it
Now that the dust has settled and the demo is stable enough for the time being, I can get started on actually building the full game - no pressure me!

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World Building

It's a bit daunting having to just sit down and make the rest of the game, and hard to know roughly where to start. I spent a few days just picking at random areas, and trying to combine various notes that I'd written while making the demo - both physical ones and random ones on my phone when ideas hit me.

After getting nowhere with that approach apart from some bigger, slightly more organised lists, I decided I'd start with trying to plan out the world map, and the regions inside it. I thought this might help me narrow down the journey the player will take, and the different mechanics/frogs/npcs/story that would tie into that region.



For each region I narrowed down the details seperately to give me a rough starting point, as well as a list of the items/machines the player would find there.



From here I could then plot out all the new items + machines as well as their related mechanics, and start drawing them all out. This helped me a lot as I could focus on one specific region and worry about the whole picture later.

I made little sections in aseprite for each region, and drew out all the machines for each one, as well as any other items. While some of the machines will probably change a lot when I actually implement them and start playing with them properly in-game, it gave me a good starting point - as well as letting me make sure all the machines were consistent with each other with the different concepts + layouts introduced.



Each of the coloured regions in both the scribbled map and the aseprite image above represents an area of the game, which will introduce the player to certain concepts...

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Spawning Pools (Light Green)

The demo is loosely based on this area, will be a few less quest introduced as i needed to pack more into the demo, so will be a bit more chill in the real game, but still take you through the basics of getting new frogs + making magic mud.



There'll be a few tweaks to some of the machines that exist in the demo, like the cultivator having a seperate output bucket slot, and a few new bits too, like a new "breeder" machine for making lots of frogspawn/tadpoles for a given species.



(Sidenote: the bright green outlines in the larger screenshot of all regions isn't part of the game - it's actually just to help me keep track of what I've implemented/changed so I can quickly see what I still need to do!)

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Grand Gate (Brown)

This will be a central temple area with a GIANT version of the little gates you see (like you're standing on a huge platform thats the tiny little stone step of the normal pools).



This is the "goal" of the game to open to help bring back the Pondmother and all the frogs in hibernation, with one really big genetic lock to open, but you have to go do a bunch of stuff in three "key" areas to open the path first - will be one of the salvage team here to speak to and teach some advanced stuff like ancestry (which I introduce a bit "earlier" in the demo just to show where things are going)

For the most part the "machines" here are like the reflection gates, specific one-off structures with their own fancy interface and requirements - I won't get into details here and let you try and interpret the designs yourself!



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Kindergarten (Green)

The first "key" area, kindergarten, mentioned in the demo - this is where you meet the botanist and learn about mushroom hybrids, also where you come across deadly algae blooms you need to remove by using v. hungry frogs (edacity/energy trait), and get some improved bug stuff, like bug traps to gather more bugs quickly using stinky frogs.



The algae blooms are a physical thing that prevent you moving past them as well as stop any growth or bug spawns, nasty stuff! But once you get the mushrooms of this area and boost your frogs you'll be able to eat it up in no time, and also go remove some of the algae you find in other areas that you might have already come across.



Hybrids essentially let you combine any two standard mushrooms, meaning 1 powder can have 2 effects (so up to 6 effects in one magic mud!) - lots of brain melting in your future I'm afraid :D



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Residential District (Blue)

This is where you meet the engineer and have to help fix the flooded houses with min. saturation frogs to help "drain" them - unflooding the houses then leads to other areas you couldnt access and some lore stuff.



There'll be some other uses too, by mastering saturation you'll be able to provide extremely dry and extremely wet environments for your cultivators, giving you access to some new mushrooms you couldn't get before.



This is also the region you'll be introduced to "croakwork" machines - some lite automation machines powered by ribbets that remove a bunch of the "manual" labour from the game (harvest mushrooms, grind mushrooms, chop trees etc).



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Cold Storage (Yellow)

Cold storage is the region where the pond stores their food and resources, as well as where the caretakers have their own special residence. Things here have gone a bit haywire without anything looking after stuff, and so you'll be met with a much colder environment that usual.



By mastering the "Umbrage" trait, you'll be able to produce some very angry frogs that give off so much heat you can start to thaw the region, and access stuff that's been frozen over for a while now.



You'll also be able to access the climate extreme mushrooms (1/7 temp), plus better storage upgrades thanks to the blueprints in this area.



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Dream Lab (Purple)


A sort of dream "skunkworks" lab area with some interesting prototype machines, and some more exploration of the dream world and it's properties.

You'll need to have got the mushrooms/machines from at least 2 of the key areas to access - this will have some more useful stuff like the predictor/analyser type machines of the demo, cloning machines, generation reversal etc



By this point you'll have also come across "forgotten" sections of the dream, places where the memories of the hibernating frogs have failed. You'll be able to restore these regions with memory fragments, allowing you access to stuff that's been forgotten, or repressed...



I haven't 100% narrowed down exactly how this mechanic works yet, but I don't need to right now - I just know there'll be these "barriers" to restore and you'll have a few tools to do so. Whatever it ends up being I'm sure there'll be some puzzle elements/maths involved, as you know I love to do!



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Everything Else

While those are the main "areas" there'll be plenty of other smaller locations and set pieces to visit, and the mechanics introduced by each region are not limited to that area - so there'll be lots of places to explore and unlock by revisiting an area once you've got access to new machines or frogs (frogvania? frogtroidvania?)



There's also a story to follow along and history to uncover, so exploring will reward you in not only new stuff but new secrets too! It'll be a lot to design but it'll be worth it in the end.



It's also not 100% set in stone, I'm sure a lot of stuff will change, like who you meet and where, or how certain machines work, or how some of the mechanics might work - but in general this is roughly what I'm thinking right now. Once I start implementing stuff it's easy to see what's wrong/missing, so I'm not too worried that I don't have it all nailed down!



I also have a list of like 100 odd misc. stuff, like decoration or your own house or fast travel or pets or fancier frog furniture which all has to go somewhere too, but that's a future ell problem :D



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For the next month or so I'll just be working solidly on implementing all the machines + items to cover the mechanics I've talked about above - by the end I should be able to make a new map with all the new mechanics so I can playtest them all properly together, and then can go from there!

~ Ell

Demo 1.1.1

Bug Fixes
- Fixed crash with some fx being created OOB
- Fixed name entry crashing when using backspace while empty

Demo 1.1.0

Changes
- Added a respawn button for emergencies (hold R for 5s)
- Added pin buttons for menus, toggling these on will keep the menu pinned to it's last position when re-opening
- Turned off auto-pausing when window loses focus as mostly complaints about this (i thought it'd be nice soz)

Bug Fixes
- Fixed cultivators in the opposite world making PFX visible in your current one
- Fixed frogs spawning from a feeder not being in the same world as the feeder
- Fixed absorbant compost given by quest book being infinite
- Fixed Saltgrove acorns being placeable in the dream world
- Fixed incorrect bounding boxes on tree saplings