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Empires of the Undergrowth News

November 2019 Newsletter

And so, winter came. And with it, the season of darkness and cold but also the season of goodwill and cheer. A little bit of a shorter newsletter this month, as we are still (I know, I know) working through the last of the movement code changes. Keep an eye open for the beta announcement - before putting it onto the main branch, we will run an optional beta for all Steam Windows players to help us pin down the last of the issues.

Night-time jungle from returning contributor MorPacke

There are a couple of new things to show, however - the extended time it's taken to get the rewrite done has meant that John has had the time to get ahead on some other systems whilst Liam and Matt are busy with that. We're ready to show off the creature that will feature in challenge mode for levels 3.1 The Harvest and 3.2 Front Line, so let's get right to that!

Phorid Flies


The mortal enemy of many ant species, the tiny phorid fly may look as unassuming but it harbours a deadly secret. It can quickly lay its eggs on the bodies of vulnerable ants. The eggs will hatch into maggots that burrow into the body of the ant, eating its innards and inevitably killing it.

Innocuous-looking and tiny, but deadly - the phorid fly

Leafcutter ants are not entirely defenseless against such a gruesome fate, however. The tiny minims - which under normal circumstances rarely if ever leave the nest - can hitch a ride on the back of their much larger nest-mates, fending off the attacking phorids and sparing their sisters from being eaten from the inside out.

In Empires of the Undergrowth, phorid flies will join the mole crickets and tiger beetle larvae in our menagerie of critters for people who like an extra twist on their levels, or who just want to collect some extra royal jelly! The exact mechanics of the minims riding on the backs of the bigger ants are yet to be fully implemented but we can't wait to show you once they are.

The current plan is to get the challenge modes into the game along with the upcoming freeplay update. As always, until we're entirely sure we don't want to speculate on when we'll be ready - we will announce a firm date when we can be certain of meeting it.

Achievements Unlocked!


Another system that we've been itching to get into the game is achievements, as mentioned a couple of newsletters ago. John did a successful test of these working with Steam on one of his live streams - see the below video of the wonderful moment he managed this (around the 1: 43: 15 mark)! Along with the upcoming update the first batch of achievements will be added to Steam, with more coming later.

[previewyoutube][/previewyoutube]

This means the first set of achievements is now locked in, but if you have suggestions for fun hidden achievements then please drop by the thread we've set up for this purpose on our official forums.

EGX Berlin


At the start of November, Liam travelled to Germany along with Tom (who is working on his sandbox evolution game Ecosystem, which we're publishing and you should play the demo of) to meet up with Matt and exhibit both Empires of the Undergrowth and Ecosystem to the attendees at EGX Berlin. We always love doing these events for a specific purpose - the true value of them lies in observing the reactions to someone entirely new to the experience. It gives a level of insight that is entirely different than curated feedback sent to us over the internet - the hands-on approach is just not achievable any other way.

Ecosystem and EotU, and some curious beetles at the end... hmmm

We'd like to thank everyone who stopped by our booths to play for a while, and we loved hearing (and seeing) what you felt about the way things are going! We don't go to many of these events, perhaps one a year - but we make the most of them whilst we're there.

Off the back of EGX Berlin we're also very grateful to Nicholas Montegriffo of PC Invasion for including Empires of the Undergrowth in his list of 5 indies to watch from the event! Go and give his article a read.

Just For Fun - Scale Difference


Just a little fun here that gives a bit of an insight into the way scaling works in Empires of the Undergrowth. Unreal Engine 4, which is the engine system we use, uses a convention of 1 engine unit = 1cm, which would be a bit fiddly for Empires of the Undergrowth given our subject matter of tiny creatures. So we scale creatures up an order of magnitude, for our own convenience. The main menu has very little in the way of tiny creatures in it, however, so that is made at the standard scale.

I wonder, then, what would happen if I put a normal creature into the main menu OH NOOOOOOOOOOO



And the scientist's hand from the third formicarium? Well, I've gone this far already, I've only myself to blame. Actually, it was suggested by someone on Facebook so you can blame them.

What have I done?!?

Screenshot Central


If you'd like to contribute to our monthly screenshot section then simply upload your screenshots to Steam (F12 by default) or mail them to [email protected]. I'll look through them and choose some of the real lookers. You can enter the cinematic photo mode by pressing F9 - and if you do that whilst holding shift you'll have free movement of the camera, allowing you to get some really interesting angles. Give it a spin!


An unfair end to freeplay from klagana6166 - we're working on balancing it!

Nice wide shot of the jungle from WraTTaFix

The scientist waits impatiently for ereptors to clash from Cthulaid42

The Hungry Spider Level Returns!

The Hungry Spider level is now back for the spooky season! This devlishly difficult level sees you play as the aforementioned arachnid as he eats his way through a web-shaped map. Okay, enough alliteration.

Unlike other levels, you control him directly with the mouse or buttons you'd usually use for moving the camera. There's a special apparition on the main menu to let you access the level - see the YouTube video for help in finding it.
[previewyoutube][/previewyoutube]

Be warned: this level is legendarily difficult and very, very few have succeeded! Those enemy spiders are a real killer. If you don't beat the level this time round, it'll also show up on full moons.

October 2019 Newsletter

Autumn (or fall if you're that way inclined) has well and truly began to take a hold in our part of the world. The nights are drawing in, the temperature is dropping and there is some fun stuff being worked on for Empires of the Undergrowth. Or boring technical stuff, depending on your point of view. Either way, we shall detail it here for your perusal!

Nighttime crab hunting from Steam user Bald Hippo z

With there not being much in the way of visual newness at the moment (a large majority of the recent work has been on systems and algorithms rather than artwork) I asked each of our three developers to give me some background information about what they've been working on. John has been expanding current systems to handle the upcoming fire ants, Liam has been finishing off his overhaul of the movement code, and Matt has been working on a long-anticipated feature, the titan climbing system!

Titans of the Undergrowth - Matt


In real life, ants do not live on a flat plane with incremental steps, battling their enemies from the ground. They swarm and conquer, clambering all over their foes to get at weak spots they otherwise couldn't reach. Although we are definitely making a game rather than a simulation, and many of our game systems are reliant on the incrementally-layered flat plane, we want to introduce some more three dimensional elements when it is both fun and appropriate to do so.

Having ants swarm and climb over their foes has been in our plans for a very long time. We liked the idea of describing the larger creatures as the Titans of the Undergrowth, and they had the climbable functionality to distinguish them from smaller creatures. There are some videos from very early development, back when we were using our own custom-built engine, of this system being tested. When we made the move to Unreal Engine 4 this system fell to the wayside somewhat when the planned levels for the start of early access did not require it. Now is the time to bring it back. Matt has recently been working on doing just that.

As a test case until he has models for new creatures, he has been using the whip spider from the leafcutter levels. It's a suitably massive creature, and although he doesn't promise that it will be climbable in the game it seems quite likely.

Whip spider with skeletal "cart rails" to help ants climb it.

The system he's creating works in a similar way to how leafcutters climb plants in the current game. In the above GIF, the green lines represent "rails" along which "carts" travel. In this example, an ant will get close to the titan, choose a climbing point, and board one of these imaginary "carts". The cart travels along the length of the green path and deposits the ant at the end (the end representing a weak point on the body that ants would attack) which along with its walk cycle animation will give a very convincing representation of the ant scurrying over the titan. At the end of its allotted time, or when the titan is defeated, it will board another imaginary cart back to the ground and end up back on the normal ground plane.

The exact mechanics gameplay-wise of how this will affect the damage to the titan are yet to be entirely worked out, but the visual side of things is coming along nicely. The system is a very flexible one - although in this example Matt is using six paths, any number can be added to creatures for variety. It'll see heavy use in the fire ant levels, as the furiously aggressive fire ants overwhelm their enemies.

Movement Code - Liam


Although Liam's new movement and pathing code is up and running, there are lots of little outlier issues that were solved in the past and need to be thought about again. This is what happens when you remove a core piece of the game engine that has been built upon since 2016!

Below you can see the new overground tunnel exit. You should notice that the whole thing is now made from hexagons, so it fits snugly on the tile grid (in the real levels you won't be able to see the join). Whilst we were doing this, we took the opportunity to change the exit hole layout (they used to all face the same way). You can also see some colourful spheres and lines, if you really want to know what they are about, read on.



Movement on the over ground tile grid is very predictable: the creatures are always walking horizontally at a multiple of tile block height and for any given point on the plane X,Y, there is only one tile. Each tile contains a "node" that links to 12 surrounding nodes - these relationships are used for the fast jump pathfinding algorithm (so ants know how to get from A to B). The highlighted overground tunnel exit piece works a little differently; nodes can have heights between two tile levels (on the ramps) and there are areas that have two viable locations for a given X,Y position (down the tunnels and above the tunnels). Not only does this complicate the pathfinding system, so that X,Y locations on the overground tunnel link to arrays of pathing nodes rather than single nodes, we also need a way to “sew in” to the surrounding tiles.

The turquoise arrows show the pathing information on the exit itself – this is like a directional net (the ants can travel anywhere the arrows point to). The black hexagons indicate the edges of the exit that need to attach to surrounding tiles. The red lines represent these attachments, any tiles they connect to are aware of links to both the exit (red) and links to normal tiles (blue). The pink spheres are just to brighten Liam's day as he works.

Fire Ants and Extra Missions - John


Breaking Your Own Rules


Recently John has been working on the fire ants and trying to bring something new to the table with this fascinating species that works with them narratively. Several of their new abilities attempt something that is new to the game. One variant of them has the eggs hatch for free if the egg has been on the tile for longer than a minute leading to an attack-retreat style play to get the most value out of the colony.

A recent issue has been making multiple ants hatch from the same tile. One ant per tile has been a rule since the first demo and is ingrained in many core systems of the game. For instance, tiles are often used to work out how many ants should join a trail quickly, whether an enemy colony should attack and even saving and loading the colony. All of these are expecting to work with a single ant. Similarly the UI needed to be updated to work with the array of ants rather than a single object.

Fire ant tiles will allow 2 ants at level 3 and we are very much looking forward to how this will change your strategies when playing with this species.

Extremis


John's upcoming survival map Extremis (previously known by its working title of Holdout Extreme) now has a unique unlock system - upon defeat, you will be given points to spend on unlocking ants and abilities for your next attempt.



Extremis will be just one of what we hope will be many extra missions that are apart from the main campaign, beginning with the next large update to the game (which will focus on freeplay, as detailed in a previous newsletter).

Screenshot Central


The most fun part of writing these newsletters for me is looking through the recent uploads on our Steam community page to find the best screenshots. We're consistently blown away by just how amazing you guys are at making our game look gorgeous! If you'd like to submit something to Screenshot Central, simply upload it to Steam (F12 by default takes a screenshot, and you'll be given the option of uploading upon exiting the game) or manually sent it to me [email protected]. F9 will take you into photo mode to get some great angles, and holding shift whilst you do that will break the camera free of any restrictions.

Jumping spiders are such cuties in this shot from Steam user germinal.ronse

The stuff of nightmares - a mess of whip spiders in the battle arena from Steam user DeltaX06

Where did all the trees go? Atta cephalotes colony from Steam user CaptainCarrot

August - September 2019 Newsletter

With the summer coming to a close we thought we'd publish another newsletter for you guys. This time we'll be talking about a few extra systems we've been working on (such as achievements) as well as talking about us as a company taking the intrepid steps into working with some other indie developers. So, we'll be introducing Tom and his game Ecosystem a bit further down!

A dramatic shot of leafcutters battling wood ants in freeplay from Steam user hugo27rex

Getting There - Updated Systems

Over the last few weeks progress continues to be made on the updated movement / collision system and a large round of profiling. Methods have been tightened to reduce computational overheads, new algorithms have been refined and the old has made way for the new. We're now nearing the end of our self-allotted time for this large task, and when that happens we’ll need your help testing it.

[previewyoutube][/previewyoutube]
The ants calculating ways to avoid each other (me irl)

The below video shows something we weren't able to do with the old system, which is to use a vector calculation when a creature hits an obstacle and feed it back into its direction. This means with a bit of tweaking we can give the appearance of quite natural avoidance of walls and other tricky bits of terrain such as ramp edges.

[previewyoutube][/previewyoutube]
Bonus marvellous spider

As briefly mentioned above, once we have a release candidate for our movement code changes and freeplay update we will run a beta for all Steam owners of the game. This means that those who want to will be able to participate in a pre-release by entering a beta code into their Steam client. We will detail this when we announce a date, and as always, we won’t do that until we’re certain we can honour it.

Achievements

Whilst Liam and Matt have been working on the aforementioned changes, it hasn’t been practical to test new content such as maps and game modes. John has therefore been using this time to get up to speed on several systems that we haven't had the time for until now such as achievements. He is now deep into the groundwork for this system and through his livestreams and our official forum has reached out to the community for achievement ideas.

Achievements of the Undergrowth!

We think we'll release the achievements incrementally through Steam (and eventually other platforms). There's still plenty of time to get your suggestions in for fun achievement ideas / names before we lock them in, so please do join us on our official forums and post in the thread made for this purpose!

Extra Levels: Holdout Extreme

Extra missions are going to become a hopefully regular feature (read the previous newsletter for extensive detailing) beginning shortly after the release of the freeplay and movement code overhaul. Here's a fun one that John's been working on on-stream, with a working title of Holdout Extreme! It takes the idea of waves of enemies in an underground space as in the existing demo level Holdout and runs with it. Takes it to the extreme, if you like.

It's like Holdout, but Extreme!

Once defeated you will be given an amount of unlock points based on how well you have done. Next time you play you can spend these to unlock new species of ant giving you a better chance to get further next time. The level also features randomised underground caverns adding to replayability.

Publishing

This is a topic only indirectly related to Empires of the Undergrowth, which is of course our own self-published game. We've been working on EotU in some form since we had the idea back in 2014, and we've been through a lot with it. We'd like to think that the experience we've gained along the way, the pitfalls we've traversed and the mistakes we've learned from go towards some wisdom that might help other indie developers working on their own titles. If we were going to do this, we thought, it would make sense to stay within the sphere of nature-based projects for now. After all, that subject obviously fascinates us, and we know people who have been working on some wonderful projects.

With that in mind, let's go into detail about the first of these:

Introducing: Ecosystem


It's time for us to talk about a partnership we've forged with our friend Tom Johnson. Tom has been working on a unique evolution-based sandbox game called Ecosystem for some time now - and it's a game that really deserves to see the light of day. We've been advising Tom in the context of the wisdom we've gained from EotU, and will be acting as Ecosystem's publisher to bring it to the world!

An infinite variety of creatures can evolve in Ecosystem

In Ecosystem, you have control over an ocean environment where a huge variety of marine animals can evolve and thrive, or falter and perish. The pressures of natural selection, guided by your hand, will determine which lifeforms are fit for purpose and which will be confined to evolutionary history.

Reefs and plant beds, placed by the player, support the evolving Ecosystem

Your creatures can take on an infinite variety of physical and behavioural forms, all driven by genetic and neural algorithms. It's a game with incredible depth and, we hope, a bright future.

We invite you all to add Ecosystem to your wishlists and follow its social media accounts, where there will be regular updates, and the demo is available NOW! Go and give it a spin.

Ecosystem on Steam (download the demo here!) Ecosystem Official Site Ecosystem on Facebook & Twitter Ecosystem Forums

We'll talk about Ecosystem a lot more on the Slug Disco social media, and our official website. Normal service shall now resume!


YouTuber Highlight: TheGamingBeaver

TheGamingBeaver will be quite familiar to some of you but we just thought it was worth giving him a special mention this time around. He’s covered our game for a long time now (we first linked to him in a newsletter way back in April 2017!) and has recently come back to it to put his formicarium colony to the test against a whole lot of everything, which made for a fun episode. Thanks to TheGamingBeaver for playing EotU and bringing the game to his fans!

[previewyoutube][/previewyoutube]
TheGamingBeaver goes full mad scientist mode

Whilst we’re on the subject, if you know of any smaller YouTubers covering our game who deserve a special mention by us please let us know about them. Send an email to [email protected] with a description of them and a link to some of their videos.

Screenshot Central

Photo mode is activated by pressing F9 by default. It will allow you to get all sorts of fun angles to make for interesting screenshots! If you hold down shift whilst pressing F9, you’ll have a free camera, allowing you to take some potentially amazing shots (but you might see level stuff that’s usually hidden, so prepare to have the illusion spoiled if you do this!). Upload them to Steam or mail them to [email protected] and we’ll include some of our favourites with our newsletters.

A pleasing trail of leafcutters from Steam user germinal.ronse

Battle formation against an Uber creature from Steam user AK_tion_47

RIP Hungry Spider from Steam user doge gamer

Steam Cloud Saves Now Active

All Steam users of Empires of the Undergrowth now have access to cloud saving! From now on, your games are backed up automatically to the cloud when you exit the game. This means that for people who log in on another system or those who come back to the game after changing their setup, the saved games they've made should always be ready for after launching the game from Steam.

Cloud saving is enabled by default. The only issue we foresee is people who have different saved games on multiple systems - if Steam detects a discrepancy between the local files and the cloud ones it will ask you if you wish to push your local saves to the cloud or download from the cloud, overwriting the local. In these cases you can choose which to save, or disable cloud saving for EotU on machines you do not wish to be overwritten.