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Mewgenics News

Update!

Before we get into the post, a quick announcement. As fun as these bi-weekly posts are, each one eats up almost an entire workday of mine to make. There's still a lot of work left to do on this game, especially as we get closer to finishing it, and these posts are eating into time that needs to be spent actually polishing up the game and tying up all the loose ends. So until we have a trailer ready, we're going to drop to doing one post a month instead of two. Hope that's understandable!

Speaking of a trailer, we are currently mulling over exactly what that trailer should look like and talking to a "cool dude" about making one, so expect something to feast your eyes on by the end of the year.

So what am I doing this week? Well, I'm glad you asked because that's essentially what this blog post is about!

As some of you know, back when Mewgenics was conceived, it was a fully black and white game. When Tyler and I brought it back from the dead, adding splashes of color was essential because it's very hard to make a game with thousands of icons without using color to help differentiate them. Early in development, we started adding colors for classes, eventually bringing color throughout the game with a limited color palette. The last few days have been spent colorizing more of the game's backgrounds (by Sony Shock). I do this very similarly to how old photographs or Technicolor movies were done, essentially painting behind a grayscale image to bring in color.



With each new area, I try to limit my color palette to four colors and reuse those specific colors throughout. The colors also stay mostly grayscale to keep that bled-out pastel tone the game has.
This specific background is used in the game's starting tutorial where Butch is introduced. For NPCs, we use a similar dialogue setup that Animal Crossing uses. We even came up with our own way of doing "Animalese," essentially how I did it back in Time Fcuk.

[previewyoutube][/previewyoutube]

As you can see, Butch has a range of emotions we can call on depending on what he's saying, and the same goes for all the other NPCs.

Development-wise, we only have 1.5 more NPCs to be animated until that aspect of the game is completed. I've also been working on the NPCs' shops, which are still a work in progress. We need a few specific backgrounds for them, but the foundation of the NPCs should be 100% by the end of the month.

We have also hired a bonus programmer to help us push to the end of development, Graeme Little, a fellow indie dev, close friend, and very tall person! Graeme will be attempting to climb the giant mountain of events that remain for Mewgenics... honestly, like 100 of them, each one featuring at least eight possible outcomes. So, yeah, this aspect of the game is a great deal of work, so let's hand it to him! (Also, go check out what he's working on when he's not doing cat-related things. His current project is honestly pretty damn neat).



And that's that!

See you next month, where I'll either go over furniture, or maybe Tyler will show off what he's been working on.

See ya!
-Edmund

Favor Flavor


First, a quick status update!

  • We are 15 enemies and 12 bosses away from being finished with the literal hundreds of monsters in this world, probably our biggest hurdle throughout development, and it's nearly complete. A few of these bosses are final bosses, so I assume they will take more time, but we can clearly see the light at the end of the tunnel, and it's bright as hell.
  • I have 20 more pieces of furniture left to colorize, polish, and add properties to, out of 700+ each with rare alts (so 1400 in total). I'll do a whole post on the details of this soon, but it was another big one for me personally and should be finished by tonight. High probability I’ll add more once we get to the end of development, but I think 1400 is a high enough number at this point.
  • All cat abilities are 100% done (outside of a few that need updated icon art). We still have to do a pass on diseases/parasites, so probably 50 or so more "passive" abilities will be added, but at this point, I'm calling it done.
  • Matthias and Jon are finalizing and finding a singer for the game's final track. They will have some minor scoring for mini cutscenes and a few in-game jingles left to do as we finish, but basically, the OST is also finished.


The three main things left on our plate are items (roughly 1/4 of the way finished), events (about 1/6 of the way finished), and SFX (I think about 3/4 of the way done, but this one is hard to figure out). Overall, I'm feeling pretty good about where we are at and being basically content complete by New Year's. Once that happens, we will polish and start the hype train, lock down a release date, and crunch on the details until release! Exciting :)

[h3]Now let's talk about NPCs and favor...[/h3]



So when we started development, the general idea of the game's "hub progression" was very similar to Animal Crossing. You had a few shops in town that would refresh their contents over time and a Tom Nook-like character you would pay to upgrade your house and other aspects of the game. You’d buy shop items and pay off debts with the leftover money you find from adventures, so there was a bit of a grind when it came to your adventures and saving up enough cash for XYZ. This appeared to work, though such a focus on a single in-game currency made the adventures a bit too money-focused, and we were currently also dealing with a more major issue... house population control.



For those unaware, in Mewgenics you have a house hub where you breed your cats to grow your army. But once things get moving, the number of cats in your house goes up astronomically, and we found ourselves leaving cats outside when they were unwanted, and that felt horrible. See, cats require food, and overcrowding causes cats to become unhappy, so "removing" extra cats was kind of important. But we came up with a plan that ended up yielding many awesome results.

[h2]CATS ARE CURRENCY![/h2]

Yeah, it was as easy as that! Every NPC in the game wants cats. What for? Well, that's their business. All you need to know is each one requires something specific. Tink wants only kittens, but Butch requires cats with adventure experience. Some want cats with diseases, others want cats that are fully domesticated. Sending out these cats is super simple; you just pull your cat into the pipe next to your house and send it to the NPC in question! And just like that, you have fewer cats and more favor with that NPC!



But what does favor do? Well, it's different for each NPC, but building favor is like leveling up your connection with an NPC, and with each level up, they will yield something amazing. Sending cats to Butch will level up your inventory storage, giving them to Frank will grow your house! There are even ways to upgrade your cat knowledge, gaining key details vital for breeding, like how gay a cat is and who he might murder if left alone in a room with. NPC favor goes beyond these general upgrades as well and pushes into the long game, but I’ll let you figure that out on your own. All you really need to know here is cats are worth more than gold to the right person, especially if they have some rare disease!



Anyway, that’s it for this update. Tune in next time so I can dump some info about furniture and "the Nona cat" all over your face!

Bye-bye
-Edmund

Weather... or not

So in the past, we went over elements, you know, the usual: water puts out fire, fire spreads through flammable material like plants, plants grow when watered, water freezes when ice element is applied, and the list goes on and on. Well, one of the even cooler elemental (sometimes) aspects of Mew is in-game weather.


Weather works in a few ways. It can spawn via event or even via ability when on an adventure, but it can also spawn while you are in your house (the main game hub). When weather effects spawn on an adventure, they will continue through that chapter of the game, but when they start while you are in your house, they will persist through any chapter 1 you choose to start in and may continue through to the next. So, house weather can allow you more options when it comes to what path you might want to start in, but more on that later.

There are currently about 50 weather effects in Mewgenics, and today I'll go over a few of the more common ones and also toss in a few more uncommon, weird ones so you get a good idea of how this will all work.


[h2]Heatwave[/h2]

Heatwaves are oppressive. When one is active, none of your cats will heal between combats, and all healing properties are nerfed slightly. The heat will also make everything freeze-immune, thawing out any frozen object instantly. There are ways around the heatwave, though. Simply finding a way to stay damp will negate its effects, and since heatwave is a persistent effect in the desert, finding ways to do this is vital. You might even need to drink your own piss!


[h2]Rain[/h2]

As you would assume, rain makes stuff wet, but wet things become fire resistant, susceptible to freezing when cold, and electrically conductive. So, planning around a rainy day can be quite fun. Being wet will also counter the effects of heatwave, so venturing into the desert when a storm is brewing might be your best bet at survival there.


[h2]High Winds[/h2]

High winds blow... literally. When a high wind advisory is in effect, a persistent visual blowing will take place, giving you a tell on what direction the wind will carry you at the end of the round. When the wind does blow, it will move everything not attached to the ground 1 tile in the direction it's blowing. If you take into consideration things like glass, toxic waste, and cacti, you can find ways to place or knock enemies into positions that will yield amazing results. But also be mindful of where you are standing as well. Oh, also, wind is a great way to blow away that ever-so-annoying tall grass enemies tend to hide out in. (Wind visual effect is a work in progress here.)


[h2]Snow[/h2]

When it gets cold, lots of things can happen. Streams can completely freeze over, making things very slippery. Wet characters can freeze solid, and grass can become sharp as glass! Areas with tons of water can be annoying because water slows your movement considerably, so an adventure into the sewers when it's snowing might make things a lot easier for you, especially in levels filled with fish-like enemies that require water to get around. It's like shooting fish flopping around on the top of a frozen barrel! Or something.



Outside of elemental-based weather effects, there are many less common ones that can be quite interesting to play around. More like events and situations to deal with rather than weather, but if one of these spawns it will still last the entire chapter, just like weather.


[h2]Butterfly Swarm[/h2]

Not only does the butterfly swarm fill each level with tons of amazing butterflies, but it's also quite lucky! Specifically, +2 lucky! When active, this global effect gives you and your allies +2 luck. Luck affects just about everything in Mewgenics, so it can be an amazing effect to have: finding more money in combat, raising your odds of doing critical attacks, or hitting hard-to-hit enemies. Anything with odds, luck will affect it, and +2 luck is a considerable boost to have for a full chapter. Also, I'm pretty sure I only drew those butterflies for this effect... gotta find a way to use them somewhere else.


[h2]Low Gravity[/h2]

When gravity is low, effects that move characters through the air are boosted. So if you jump, you jump extra far, and if you throw an enemy, you throw that thing across the room. Low gravity also gives all physical attacks knockback 1 and boosts any existing knockback +1, meaning when anything is hit, that unit is pushed back 1 tile away from where the damage came from. This can lead to some very interesting strategies, not only aiding in kiting enemies' movement but also smashing enemies into one another or into the many game's hazards.


[h2]Pandemonium[/h2]

It's pandemonium! Everyone's losing their goddamn minds! When this effect is active, all units have a 25% chance of gaining madness each round. Madness is a status effect that makes any unit affected have a chance to view all units around it as enemies. So madness on enemies = good, madness on your own cats = not so good. If your cats do end up with madness, though, it's best to just keep them as far from one another as possible. Bloodthirsty units will always just go for whatever they can reach, so if someone's losing their mind, it's best to keep them close to enemies or just find a way to cleanse their madness.


[h2]The Bounty Hunter[/h2]

A hit has been placed on a random unit in each combat... and the bounty hunter is here to collect! A special unit is spawned into each combat, and their mission is simple: kill the enemy/cat with the bounty and then leave. If this goes in your favor, then you've got an ally for this fight, but if one of your own gets the bounty on his head, then it's you vs. the hunter! Luckily, since there are always more enemies in basic combat than cats, the odds are in your favor.



Weather effects are super neat and can really change up your run, or even allow you to plan a whole run around some advantage or combo you notice between a chapter, item, ability, and the global effect. I imagine there will be upwards of 75 weather effects by the time we are finished, but even when we had 25, that number felt so vast I'd totally forget about a few and become pleasantly surprised when it started raining frogs in an area full of bugs.


I've recently posted a TikTok kind of as an AMA for Mewgenics and have been responding with videos. In a few weeks, I may post the best responses here, but if you want early spoilers, be sure and follow me here:

tiktok.com/@edmundmcmillen

see ya

-Edmund

Meow?

As some of you know, Mewgenics will feature vocal cameos. These cameos range from friends and family, to iconic streamers, to full-on icons that you all know and love! It's honestly pretty crazy how many people agreed to be a part of this, but before we jump into all that, let's break down what a cat vocal pack actually is.

In the game, when a cat is born, it's assigned a vocal pack from the 100+ that we currently have, pitched up or down and locked into place. Every vocal set has a series of vocalizations that are tied to these categories:

  • Normal meows
  • Happy meows
  • Angry meows
  • Sad meows
  • Hissing
  • Purring
  • Being hit reactions
  • Dying (this is where people really get to showcase their VO skills!)


Here is a video of all those meows in action:

[previewyoutube][/previewyoutube]

Speaking of cat meows, this game features TONS of crazy cameos from a lot of people you know and love. A few years back, I mentioned to an Isaac streamer how we were doing cat vocal sets and he asked if he could make a set for us. We said of course, and then started getting DMs from other streamers asking to do the same. Once the word got out and a few pretty significant people were jumping on board, it was pretty amusing to think of all these iconic voices meowing like cats. So, I just went for it and started asking celebrity friends, people who inspired my work, and just very iconic voices to contribute. Nearly every single one I asked said of course and sent me their meows. Now, I'm still not sure how/if we want to showcase all these voices outside of a credits roll list, but I thought it might be fun to give you all a few hints that I may or may not confirm are correct in a later post...

Mewgenics features meowing by the following people (and many many more):

[h3]

1. A movie director who inspired my work greatly

2. A famous movie/series actor

3. A legendary game developer

4. Someone from the cast of Buffy the Vampire Slayer

5. A rap icon

6. A legendary cartoonist

7. An iconic religious voice from reality TV

8. A controversial public figure

9. A very controversial public figure (this one might not make it into the final game)

10. A bad movie legend

11. The voice of a classic viral music video

12. A rock star

13. A Newgrounds.com icon

14. A famous YouTube personality

15. A very well-known animator and voice actor... who is weird...

16. An '80s scream queen

17. A spawn of Boognish

18. An internet celebrity impersonator... or is he?

19. An actor so famous he asked me to hide his identity!

20. A popular female podcaster
[/h3]

But this list is just the tip of the iceberg. There are SO many more amazing cameos from many other people we all know and love... or at least I love them, and that's what matters, right? As you may assume, I'm personally having a lot of fun with these vocal cameos, and I hope as development closes I can acquire a few more fun ones. So if you have any suggestions on who I should reach out to or who you would really want to hear meow, just let me know!

I can't end this post without thanking our amazing sound designer Joey Kuras (Earthworm Jim and Roblox OOF SFX extraordinaire) for cutting and editing all of these vocal packs. It's a thankless job, and his time could be better spent making actual in-game sound effects, but without him, this dumb idea of mine wouldn't be possible.

As an extra tease just to add fuel to the fire, here is a little video of 4 amazing cat cameos you just might be able to guess... just listen... listen very hard...

[previewyoutube][/previewyoutube]

See ya,
-Edmund

Crystalline Dreams

This week, lets let the smooth grooves of Ridiculon quench your thirst! We present you Crystalline Dreams, the music track for chapter 3, The Caves.

[previewyoutube][/previewyoutube]

see you in 2 weeks!
-Edmund