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Mudborne News

New Demo Out Now!

Hello Mud Born!

I'm excited to announce that new demo for Mudborne is out now and live on Steam!!! I'm also excited to announce I'm teaming up with Future Friends on this one to help me publish it.

Whether you played the original gamejam version or not you’re in for a treat, as this is a completely new game, new art, new mechanics, new music, new engine - the whole works. I’m really looking forward to you all getting your slimy green hands on it
Check the trailer out below for a sneak peak:
https://www.youtube.com/watch?v=jJq7u9hcAUg&ab_channel=TNgineersOfficial

I've also updated the roadmap for the game so you can see what stuff is planned for the full-game!
https://steamcommunity.com/app/2355150/discussions/0/4429939323286608245/

Hop you enjoy!!
~ Ell

1.0.1

Bug Fixes
- Fixed chapter icons having no tooltip title
- Fixed not being able to bind controls properly on non-QWERTY keyboards
- Fixed not being able to bind arrow keys to movement
- Fixed trashing empty slot counting for quest progress
- Fixed pillars disappearing near camera boundary
- Fixed backpack menu showing ontop of the pause menu
- Fixed issue with opening book after multiple notifications

Mudborne Demo Out Now!



Hey friends - IT'S NEW GAME TIME!

I’m excited to announce that Mudborne’s new demo is out RIGHT NOW on Steam:

https://store.steampowered.com/app/2355150/Mudborne/

I’m also excited to announce that the lovely folks at Future Friends will be helping to publish your new fav froggy game with me. Check out the trailer below for a sneak peak of what you're in for:

https://www.youtube.com/watch?v=jJq7u9hcAUg&ab_channel=TNgineersOfficial
A spiritual successor of sorts to APICO, Mudborne instead focuses on genetic manipulation and generational puzzles to create and discover all sorts of frog species, that act as keys to let you travel between the waking and dreaming worlds - the demo takes you through the main mechanics and creating 8 different species. If you love APICO I think you’ll love this, there’s a lot of stuff I’m doing differently but you should still feel right at home.



Whether you played the original gamejam version or not you’re in for a treat, as this is a completely new game, new art, new mechanics, new music, new engine - the whole works. I’m really looking forward to you all getting your slimy green hands on it, I hop you enjoy!!
Dampest regards,
Ell

Devlog #04 - Bringing It All Toadgether

Hey friends! I've been busy working away at the demo this month, and basically got the whole thing finished up >:D

All that remains is to do some more QA and bug hunting, so let's get into what I've been doing.

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[h2]A Whole New World[/h2]
So like I mentioned in the last devlog the main thing now was to actually design the whole demo area - not exactly a quick job! To try and make a start I went back to the paper sketches I did originally of the islands, then simplified them and started planning out what items went where and what paths the gates led to.



Each gate takes you to the dream world, for now there's no gates that take you back into a seperate waking area so for the demo at least it was a bit simpler as the gates would just take you to a smaller area to explore and then come back to the waking world - however there were still a few specific 'treasures' I wanted to hide, along with some lore notes to discover if you explore.



One thing I ended up doing too is deciding that the demo area will be different to the full-game starting area - I don't have the time right now to plan the whole world properly, and I spent a lot of time worrying how the demo area would fit in with stuff I hadn't even designed yet. By saying, okay actually this will just be a special demo area, loosely based on what the full game will have, meant I could take some pressure off and experiment.

It'll mean that demo worlds can't be used for the full-game but honestly im okay with that, APICO did the same - I'll probably just do some starting items/unlocks for players that played the demo as a reward if they want it.



Once I had the world sketched out I then, moved things over to tiled, sketching out the large sections of water + land first and then slowly going in and adding all the objects.



I think it took about 3 days of solid work to get the final demo world in a way that worked, there were some bits that I had to stop, go draw some scenery, and then come back to Tiled - but this let me setup some nicer little areas and rooms to explore, with plenty of secrets/hints hidden in the environment.

The game is set in a research pond, so I wanted there to be plenty of notes + journals and information left lying about, which made it super fun to fill out each of the rooms and areas and actually think about what they were/are used for, as well as what hints I could show rather than tell.



Once I finished designing the world in Tiled I didn't actually have to do much coding to get it working - there were a couple of 'locked' things that you need keys to open, but Tiled let's you set properties on any of the objects so I just added something to handle that and the rest just loaded in!



Plus now I had the finished world done I could draw the map! For Mudborne I wanted to do things a little bit different yet again, and this time not have a pixel perfect map - instead something a bit more drawn out, with some notes jotted over it as clues.



This means I can have a bit more artistic license with the map and the proportions, to emphasis certain areas over others - as well as have multiple different maps in the full-game that you have to find to unlock (plus the dream equivilents!)

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[h2]Playtesting[/h2]
With the world fully designed, now it was time to just... play the game a shit-tonne. I also needed to do the SFX, which I always enjoy, but I also needed to do the music - sadly for Mudborne's full-game I haven't got Mothense around, so this time I took a stab at the music myself!

If it ends up sucking ass I can always get a composer for the full-game, but I've also always wanted to try doing some myself so seemed like a good opportunity to try it.



So while playtesting I'd jot down any SFX needed and add them as I went, along with some nice ambience tracks for day/night. Then after playtesting each day I tried to attempt making a little bit of music, even if it was just staring at the piano for a few hours - eventually I came up with a couple of tracks that I felt fit in with the general atmosphere of the game (although to call it full music would be a bit generous, muzak might be a better term haha!)

While playtesting I also tweaked the quests a bit, just to make sure everything was clear enough - while still leaving a few bits for players to discover themselves. I also got my friend Ash to help - she's done the QA for APICO and Snacktorio, and she's very good at breaking my games now too :')



For the most part there wasn't too many major changes to the gameplay - a bunch of QoL stuff for sure but nothing that deviated from the original plan that much. One thing I tweaked was preventing the natural mushroom spores blooming as it was really easy to just gather them and never make your own mushroom farms.

Instead I made spores still form naturally, and my using the magnifying glass on them it'd store where you saw them so you could easily replicate that later with your cultivators - so they act more like clues of where you can cultivate rather than being easy farms.



Another change was the later gates need a couple generations, which introduces the concept of 'ancestry' to the demo. I didn't want to have this super hand-held to the player, it's something I think is very visual that you learn as you go - however I still wanted something to make it easier.

Luckily I'd left some space in one of the rooms to turn it into an 'ancestry research' place - with a new machine that allows you to view any frogs last 7 generations (shown below on the right), along with a lore note on how the system works.



I also added it so you could use the magnifying glass on gates to store their unlock requirements - this was you can easily revisit them in the book without walking all the way back to try and remember what you needed.

In the demo there is only 1 and 2gen gates, but later on you'll find ones all the way up to 7gen, which would be extremely hard to just remember or even write down yourself on paper.



With that all done it just left a lot of testing and bug hunting/fixing - something I'm still doing now as it's easy to overlook stuff when there's only a couple of you playtesting!

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[h2]Finishing Touches[/h2]
With the new demo ready outside of more testing, I then spent a bunch of time cleaning up the old steam page, getting some new screenshots and trying to explain the game and show off the gameplay a bit better than what the original gamejam text did - esp. showing the 'dream' world.



I'd also been in talks with a publisher for a lot of this year about Mudborne - sadly I never heard anything back in the end and they ghosted me last minute, which was unfortunate as I'd met up with them a few times so felt like it was pretty close to happening and was relying on them for a big push around the new demo.

With that no longer happening I also spent this month frantically getting in contact with all sorts of people, first to try and decide the best thing to do in the limited time I had, and then find people who actually had the time to do something last minute without breaking the bank - I was extremely fortunate to ended up contacting someone who managed to turn things around very last minute, I can't say anything just yet but keep an eye out for more news!



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So now begins the last little stretch - lots more playtesting and QA, some performance tests and optimisation, and just generally trying to make sure this new demo really shows off what the game is going to be about.

Testing it with some more people helped me feel a bit more confident about it all - I think because so much is done differently from APICO I started to second guess myself but now everythings finished off and I can play it end to end I'm really happy with where it's ended up.

I can't wait to let you all get your slimy green hands on it, and, by the time you read the next devlog - you already would have :D

~ Ell

Devlog #03 - Hop To It!

Hey everyone!

Been a little while! APICO kept me very busy over May with the new update and bug fixes that came with it but I think I'm nearly finished with it all now (sorry beekeepers!)

I kept doing Mudborne stuff on and off throughout though, and then June has been a lot of build on top of the prototype I had to start to form the demo - lots of stuff to cover!

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[h2]Froggy Friends[/h2]
Mudborne's actual story has already been written out at a high level, with the main threads and discussions planned out - as part of that I have 5 different characters to introduce.



APICO definitely suffered from "talking shop" NPCs, so to try and avoid that this time I've tried to spend more time thinking about each NPC's role in the story and different ways you can interact and help them rather than just a simple shop.

Unfrotunately, the first NPC above, Hopert the Carpenter, is also the 'crafting station' of sorts for the game, you bring items to trade (like bugs they like) or raw materials and they make what you need. Some of the other NPCs have some very different interactions, but they're met a lot later in the story.



However unlike APICO there is actually things you can help the NPCs out directly with, Hopert has a couple things they need a hand with if you're up for some extra work!



There's also a bit more involvement with the actual story in their dialogue rather than just commenting on progress like APICO did - just overall trying to make them more interesting characters you want to talk to.

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[h2]Guiding Light[/h2]
I still wanted some guide books in Mudborne, as I think it works well in this sort of game with lots of different mechanics to master - experiment as much as you like but if you're stuck here's some guides.

However I wanted to make them more visual and less wordy - APICO definitely suffered from WoT overload. For the 'quests' I grouped them all into key areas - controls, tools, frogs etc, and then had individual one-pager 'chapters' make up the quests.



By using icons on the LHS instead of the chapter titles it makes it a bit less overwhelming to look at, and easier to flick between chapters you want to do. The little lilypad / pond quest overview helps to make it clearer the order you're doing things and how to progress.

I was actually dreading implementing the books just because of how much they were a pain in APICO before I remembered I'm in a different engine now and it was actually such a breeze.



For the frogs/mushrooms/critters I thought it'd be overkill to have seperate books for each, so instead settled on one single encyclopedia with all of them together.



I went through a few design options but ultimately ended with something like the above. Icons again for each chapter make for a much nicer collection view as you progress and save you an awful lot of scrolling.

My only issue now was how to approach the drawings for the books. I wanted to have a little scene for each entry, for helping build a picture of the world and as a little reward for finding each species as you progress, however I haven't really had to do larger pixel art scenes ever so it's been a bit difficult to accept that what I'm doing now isn't as good as what's in my head.



Some I'm happy with - others not so much. But with how much time I have to work on the full game all I can do is just keep at it and keep drawing and eventually get to where I want to be.

Regardless of how much I hate my work, the more detailed scenes also let me show some of the game in way more detail than you see in the cute pixel rendition of the overworld - and are another place I can sneak some little hints/clues into for people to find.

The other "books" come in the form of a map, and a notebook - which acts as not only a store for random scraps of notes + journals you come across but also allows you to add your own notes to keep track of things.



Haven't quite settled on exactly how these will be laid out yet as I'm waiting to design some of the notes you discover - I'm thinking vaguely RE style, text on top of a faint rendition of what you're reading, page entry, journal etc. But however it ends up it'll be a nice way of giving you more hints of the world and what happened, as well as some clues to unlocking certain frogs or mushrooms or items.

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[h2]Grow Your Own[/h2]
As I was playing around with the prototype more, the more I realised the existing mushroom mechanics wouldn't be enough for the demo. I was planning on doing the mushroom farms and the spore gathering (hybrids) stuff for the full game, but as it stood there was too much waiting around + rolling the dice with natural spawns.

So I needed to add something, and spore gathering was a mid-late game thing so it had to be mushroom farms - which I hadn't even thought about at this point, and needed to design.



​I ended up developing a two-step process - firstly you create compost from different flora items you find, different combinations for different compost that will have their own effects. Then you use that compost in 'cultivators' that allow you to have more of a controlled environment.

Mushrooms require a specific temperature + moisture AND environment to form and then bloom. Temperature is mostly based on the day, but other factors can change that. Moisture is based on where the mushrooms are, as well as weather and other factors.



While the compost is a bit experimental at first, you'll find hints and clues to other useful combinations - for example a 'wetter' compost that increases moisture levels by 1, or one that increases the amount of mushrooms you harvest. Later on you'll also be able to use frogs to boost temperature + moisture to extremes - it's no accident that two of the frog genetic traits are UMBRAGE and SATURATION.

By adding this process the player can then setup a bunch of cultivators in places to get the right conditions to farm a bunch of mushrooms they need, rather than wait for mother nature to take her sweet time. I also think it's a nice base mechanic that gives me flexibility later to make more complex, like with spore harvesting to create different hybrids to remove genetic modifications you don't want - as well as give you something to be checking on while you wait for your frogs to finish... kissing.

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[h2]Spice Of Life[/h2]
One thing I also had on the list was 'variants' - slight variations of frog species that have different patterns + colors. However I didn't want to just have these as shiny variants that you get from rolling the dice, as 1. you'd already have this for bugs and 2. it's just not that interesting.



However in a game about genetics it's pretty easy to squeeze in variations of different species. If every species has a set genetic "key" that forms it, (i.e. 4744444) I know all the 'gaps' between species.

So if you take the common green species (4444444) and boost the AMPLITUDE to the max you get a new species (7444444) - but if you don't boost it to the max (6444444) you technically still have a common green (as no other species match the key), but I can use that as criteria for a 'variant' of that species.



This was I can increase the rewards for experimenting even more than the base gameplay, and also reward 'mistakes' as you might not get a whole new species but you might still get something new for your efforts.

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[h2]What Next?[/h2]
There was lots of other bits I did too - a backpack you can equip that will hoover up bugs instead of them going into your inventory, or a settings menu (now with an actual borderless window option what a treat), or a proper file system + home screen.



I also wrote up all of the dialogue + lore entries, did all the descriptions+hints for all the frogs/mushrooms/critters, wrote all the quests (already at about 8000 words oops) - which all helped me find different bits of the demo to tweak and improve.

However there's still a LOT left to do - I need to design the actual demo 'map' and all the areas, I need to implement the notebook and the map, control remapping, gamepad support, finish drawing all the book art, draw some cutscenes, add sfx, write music... it's definitely feeling a bit overwhelming at the moment.



It's also super hard to judge the demo right now because I need the world designed with all the different areas to explore and work on unlocking because it's the key motivation - you find new species of frogs to use their genetic 'keys' to unlock portals between the waking/dreaming worlds and get to different areas and treasures.

Without that it's hard to tell how much fun the demo is when I'm stuck in the same little prototype area, so I'm also feeling a bit demotivated around whether it will be 'fun' - you know, what a game is supposed to be lmao



I think all the mechanics work well together but still just hard to see the full picture, so for july my first task is to design the actual demo world with all the areas and portals and secrets - then I should be able to actually play the whole thing properly and see where we're at and tell my imposter syndrome to piss off lmao

~ Ell