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Zodiac!

So when designing enemies and bosses for Mewgenics, we approach them from many different angles. Sometimes they are purely based around a chapter's theme, like obviously a graveyard should have undead, rotting things. So, we design from those aesthetic choices. But other times, we will design from a specific mechanic or thematic element for an area. We have also designed things from a "wouldn't it be cool if" angle. For Zodiac, the original design came from a simple "cat" enemy prototype that had a gun. The basic line of thinking here was, "A cat shooting a real gun is funny," and it's true! Here is the proof!



So we knew a cat with a gun was funny, but since this was going to be a boss/miniboss, I didn’t want to take the easy road and just use the cat model. I wanted it to be a bipedal cat, and I wanted it to look cool.



We needed a mini-boss for the desert, and a gunslinger seemed perfect for that. Designing around the western mysterious stranger trope combined with a psycho serial killer, Zodiac was born!

Once I’m happy with a character's design, Tyler and I mull over the specifics of what it will do so I can start rigging up its pieces. I’ll let Tyler explain the design process because it was a fun one.


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Hey, Tyler here!

Zodiac started off as a prototype miniboss that I whipped up one day called "Gunslinger." The basic idea was, "he shoots at you and you have to take cover." His initial gimmick was whenever one of your teammates ends their turn, that’s when he shoots. So you could go up to him, hit him all you want, and as long as you could get to cover before you end your turn, you'd be safe. The cover in his level is destructible, so the longer the fight goes on, the harder it becomes to take cover. On his turn, he would simply reload (which was flavor only and didn't do anything) then move to a new spot.



While this design was fine and all, two things that bothered me were 1. his reload doing nothing, and 2. having him trigger when you ended your turn really didn't feel much like he was "reacting to you," as was the design intent. But if I gave him limited ammo... he’d never usually run out since most of the time there are just 4 cats. So I had another idea for an alternate design for him where instead of shooting at the end of your turn, he would shoot whenever anything moved, but only have 6 shots loaded at once (and would only reload if he was empty). That way, you could bait out all of his shots early in the round, either by moving yourself or knocking things around, and then have a few free turns to beat on him while he’s out of ammo and can’t respond.

As it turned out, that second design was far more fun and interesting, and really makes him feel like a trigger-happy lunatic, so that’s what we went with.

Anyway, I’m handing the post back to Ed to talk about the art and animation.

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So, with the basic design locked down, I start drawing up Zodiac's "pieces." I try to envision each pose he might do and draw enough alternative pieces of him so that Marty can easily make him come to life.



Here is what I sent to Marty for direction. As you can see here, I also gave Zodiac an extra attack just in case. I tend to ask for 1 extra something for each boss we do, so if the design is feeling a bit flat, we can pull another trick out of our bag.



Here is Zodiac animated—pretty cool, huh? Marty did an amazing job on him; his personality really comes through in all his animations.



We recently got to a point in testing the desert with people that we realized that Zodiac's design and character shines pretty bright in the desert. In fact, he easily overshadows the final boss in that area. So, we are bumping him up! Will that extra animation find a new home in Zodiac's final boss form? Probably. What else might we need to add to make him harder and more "final bossy"? It's still a mystery to us, but the guy needs beefing up, and Hamberry will start on his boss art soon.

Here is a little in-game video of Zodiac in his "mini-boss form" for your viewing pleasure!

[previewyoutube][/previewyoutube]

And that's how it's done, folks!

Next post, maybe we'll show the process for another enemy? More dev stories? Or maybe another music track? Who knows! See you then.
-Edmund

A true Dev blog part 2!

OK, first let's get these ability icons out of the way. Quite a few of you on Twitter actually guessed their functions as well as their names, so kudos to you! (And kudos to me for drawing icons that made sense to a tiny fraction of you!)

[h3]1. Steal Kidney! (Thief)[/h3]

Deal 1 damage to an adjacent unit; this ability has a boosted crit chance. If this ability crits and you have an open pocket to hold a trinket, you steal the victim's kidney!


Kidney: 1-use consumable item, when used it heals 10hp and cleanses all debuffs.

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[h3]2. Diversion! (Hunter)[/h3]

Toss a 1-damage pebble onto a unit or tile within range 5, all units within AoE 3 around where it hit move towards that unit or tile.



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[h3]3. Muscle Memory! (Fighter)[/h3]

An 8-damage melee attack that costs 8 mana, this spell's damage is reduced by 1 and mana cost reduced by 2 each time you use it.

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[h3]4. Boned! (Fighter)[/h3]


A passive ability that makes it so anytime this unit kills another unit, it steals one of its bones to use as a weapon if you have an empty paw to put it in.



Bone Club: A melee weapon that deals 8 damage but has a 15% chance to break each time you use it.

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[h3]5. Learn From Me! (Mage)[/h3]

This passive allows the caster to teach whatever the last spell they used to all other allied units. So if you cast Fireball, all other units will gain Fireball in their bonus active slot.

Pretty cool, huh!?

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Now on to a little status update.




Tyler is currently working out a rough draft of our in-game tutorial. Mewgenics definitely needs a good but brief tutorial to show you the ropes, so this one will be getting a good deal of attention and revision over time. Once we have this tutorial laid out, we will start testing on a few 100% noobs and people who don't play these kinds of games (my mom will be one of them!) so we can really nail down something that is as close to perfect as possible, as well as fun visually and gameplay-wise since this will be the first impression the game will give to everyone.



Animation-wise, everyone is churning out the remaining bosses and enemies while Kaylan chips away at animating NPCs, especially Butch who will need a few custom poses to be used during the tutorial.

Oh, I just realized I never introduced Kaylan, she's our latest addition! A skilled animator and illustrator who has been working on short cutscenes and NPC animations, as well as drawing the last remaining bits of furniture we have added.

Sony Shock is working on custom backgrounds for the tutorial. This area is kind of a scenic route from city back to your house, so the area will look a bit more rural than what you've seen in our screenshots.



Matthias and Jon are working on the 3 remaining late game tracks, but we are considering doing a custom tutorial track as well, so they will probably move to that once they are at a stopping point.

But what about me? What am I doing? Well, I'm writing this post, right? But earlier this week, I was working on mutations, specifically the really bonkers ones like peg legs and radar tails... they do what you might assume.



But what would you assume this mutation did?
I'll cover it in my next update, and we can compare notes!

And that concludes this blog post! Next week, I'm going to go over the full process of making an enemy in Mewgenics, from concept to final product. Stay tuned!

-Edmund

A true Dev blog!

Alright, folks, so full disclosure, at this point in the dev blog saga, we assumed we would be showing in-game footage and pushing towards a trailer reveal, but due to unforeseen circumstances, we have lost about 5-6 months of dev over the last 2 years and aren't ready to start pushing in-game footage nor do we have a trailer ready. So! From here on out, we will be doing some actual dev blog updates, NO HYPE! Just realistic behind-the-scenes info on where we are at, what we are doing, and where we are going. So, let's start by going over where we are.

Don’t obsess over these % numbers, I'm trying to factor in a bunch of things to find those numbers... also, I’m bad with numbers.

[h3]Enemies (85%)[/h3]
We are on the homestretch with enemies right now, all but 5-8 enemies are 100% artwise, about 25 still need to be animated, and about 36 need to be implemented (out of about 200).

[h3]Bosses (70%)[/h3]
This will be the biggest hill to climb over the next 8 months. Bosses are large and take lots of art/animation and programming. Defeating each with different classes yields unlocks, so they all need to feel unique, challenging, and cool.

[h3]Environments (85%)[/h3]
Art for all the game's chapters has been done for a while now, the few remaining areas just need to be painted and implemented alongside any special mechanics for that chapter.

[h3]Items (20%)[/h3]
OK, so this number looks low, BUT! that's only because we have kind of been sitting on items for a while waiting for the perfect person to show up... and that person is showing up May 1st! That’s right, Vinh is coming along for the remaining ride! For those of you who don’t know him, Vinh was the lead programmer for Isaac: Repentance and creator of the Antibirth mod. He has come to bless us with his obsessive attention to detail and amazing brain! On my end, about 80% of all the item art is complete, it just needs to be implemented.

[h3]Events (45%)[/h3]
Another content barrier we are going to be chewing on for the remaining months. I have the art for about 90% of the events finished, but implementing them does take some time since there are so many different outcomes to them. Vinh will also be helping with this aspect of game dev as well.

[h3]Music (98%)[/h3]
This would be 100% but since they finished ages ago, we recently commissioned a few more tracks for some special events in the game, so basically, music is done but they are on call in case we need anything during the remaining months of dev.

[h3]House Hub (80%)[/h3]
The house hub is still missing the house upgrades alongside a few house events and some UI polish but it's very close.

[h3]Furniture (75%)[/h3]
So this aspect of the game is one of two elements that I’ve avoided talking about in-depth because there are aspects of them that we still don’t have nailed down in-game. For furniture, all of it has been drawn and added to the game, but the actual properties of them have not been defined yet. There are a few aspects of these properties we still need to make sure work and function in a way that complements how the game plays now, and not how we assumed it would play. Knowing how much the game was changing as we worked on it, I thought it was important to keep these properties undefined... so they remain that way currently, and once they are defined I’ll do a post about them :)

[h3]NPC's (20%)[/h3]
Another aspect of the game that has been held for the end of dev so we can complement what the game has become over the years. The visuals, animations, and dialogue programming stuff is basically ready for these guys, but the specifics of what they will say, challenges they will offer, and any possible dialogue tree type elements are still undefined and will probably remain that way till later this year.

[h3]Abilities (100%)[/h3]
The biggest, most fun, and honestly most important aspect of development, currently Mewgenics has over 1000 unique abilities across its many classes. To speak in hip indie game analogy, abilities are basically "cards" you draft into your deck of cats! Each class has many unique archetypes you can draft into as you level them up and many archetypes also have interplay between different classes. Take into account your ability to multi-class and the fact that all 1000+ of these abilities can also be leveled up to gain boosted or even totally new effects makes this horde of content nearly infinitely replayable.
To segue off into a tangent real quick, let me show you what I’ve been working on this last week.

[h3]Ability icons![/h3]
Originally just had the names of each ability on their button.. but that just looked ugly, so I decided to draw icons for all of them! I wanted to come up with a simple visual style that could easily convey to the player roughly what each ability would do and tried my best to reuse as many established iconography as possible.

Let's play a little game real quick, I’ll show you some icons and you guess what they do!

[h2]1.[/h2]


[h2]2.[/h2]


[h2]3.[/h2]


[h2]4.[/h2]


[h2]5.[/h2]


Wasn't that fun!? Not as fun as drawing 1000+ icons I bet! Eh honestly, drawing these icons was fun, it was coming up with unique titles that was difficult... I don’t envy Wizards of the Coast.

Anyway, post what you think each of these icons does, and next blog update I'll post the answers and we can see how miserably I failed as a visual designer.

Back to work! See you next time.
-Edmund

The journey starts today! (and when I say today I mean early next year)

Okay, it's time to go over different types of combat events as well as some of the interactive entities you may encounter on your quest! LET'S GO!!!!

Environmental Tiles

As you traverse the many biomes of the Mewgenics universe, you'll notice a varying degree of unique-looking tile types. Enemies and allies will be affected by these tiles in unique ways by standing on or moving through them. Here are a few examples of them.


[h3]Tall Grass[/h3]

Standing in tall grass tiles will allow a unit (both enemy and friendly) a 50% dodge chance, making whatever stands inside it much harder to hit. This evasive bonus gives you a strategic reason to hide in grass while attacking or retreat to it when in danger. Tall grass has its downsides, though; it's very flammable, so not only will fire ignite it, but it will also spread through adjacent flammable tiles! Tall grass is also susceptible to high winds.


[h3]Fire[/h3]

Fire tiles not only destroy flammable tiles and items but also apply burn to units standing or moving through them. Burn deals damage over time equal to the burn value, but it diminishes over time. Flame tiles also diminish themselves if left alone over time but can also be extinguished instantly by any water element effect, the same goes for burn. Using wind element on fire will not only spread and duplicate the flame tiles, but applying wind to burn will also stoke those flames as well. And as you may assume, burning units will ignite any flammable tiles they walk through.


[h3]Water[/h3]

Water tiles make it harder for units without flying to pass through, requiring 2 movements to cross 1 water tile. Water tiles also apply a water element to units, making them wet and causing some issues with water-soluble items. Water tiles are conductive, so the electric element will apply its effects to ALL units within any connected water tiles; also, wet units standing adjacent to water tiles will allow the electric element to spread through them to other water tiles or wet units. Wet units are immune to burn but more susceptible to cold elements. So be careful! There are many other interesting elemental combos with water tiles, but I won't spoil them all... just imagine the possibilities!





[h2]Interactive Objects[/h2]
Each area of the game features some type of interactive object, from piles of glass and tires to cactuses and boulders. Each new chapter will yield something new and interesting to play with.

[h3]Trash Bags[/h3]

Trash bags are basically punching bags filled to the brim with interesting goodies! Each time a bag is damaged, a random pickup will come flying out of it! (And yes, you can light bags on fire). These pickup ranges from meat to metal scrap... and if you can fully destroy this bag, you may find an extra surprise... or maybe nothing at all; these bags are a mystery!


[h3]Small Rocks[/h3]
These little rocks look like set decorations until an enemy unit throws one at you! Interacting with rocks by attacking them will send them flying in a straight line, smashing into whatever they hit and dealing damage. These hard little projectiles act like improvised weapons for you and enemy units, so make sure you watch out; some enemies are much smarter than you'd assume. Also, rocks are of the rock element; I'm not going to explain why that matters, but it will matter to you eventually.



Enemies

Basic enemies are the meat and potatoes of Mewgenics. By the end of the year, the game will feature roughly 200 of them, each one unique. Basic enemies can also be "champions"; Isaac players will instantly know what that means, but Mewgenics also features "elites", even beefier versions of existing enemies that have extra effects!


[h3]Kittens[/h3]
Kittens are your basic melee unit, but kittens are scaredy-cats and will fully move away when damaged from whatever damaged them, making them annoying. But they are also dumb, so they may just run through fire or glass! Bonus!


[h3]Charger Rat[/h3]
Charger rats are very slow units that attempt to line up with any of your units then charge full speed at them when they do! Luckily, they can only do this in cardinal directions, so they are easy to telegraph but will eventually lock you in if you aren't careful.


[h3]Mangey[/h3]
Mangeys are ranged units whose attacks have a chance to poison (poison is a straightforward damage over time status effect), but they also have a passive effect: they are infested with maggots! Each time a mangey is damaged, it spawns a maggot in an adjacent space, so think twice about trying to kill this unit with a death of a thousand cuts... or the maggot army will make short work of you!


[h3]Maggot[/h3]

Maggots are a "tiny" enemy unit. Tiny units have very low stats but usually come in larger numbers, so AOE (Area Of Effect) attacks are most useful when dealing with mobs of them.



Mini Bosses

Mini bosses are a skill check at the midpoint of each chapter before it branches into 2 paths. Every chapter features a mini boss; these beefy units always feature bonus turns, special attacks, and a lot of extra HP.

[h3]Lucy (the mage)[/h3] Lucy is one of a few class-based mini bosses, and she comes with an array of elemental spells at her disposal. Since her spells are big, she needs time to prime them and will show a visual tell to what she's doing and where it will go on the turn before she unleashes them, but her bonus turn will make things a bit more complicated than you may assume. Lucy cycles through these three spells.


MC Blizz

All units in a large AOE around the caster become frozen solid, essentially losing their next turn.

MC Flamethrower
A cone attack that deals damage, inflicts burn, and lights flammable objects on fire.

MC Thunder
A huge blast spell that sends off lightning in all diagonal directions, and yes it has a chance to stun you!



Bosses

As you would assume, bosses are your final challenge in a chapter, each boss is very different and usually features an array of attacks and passive abilities to contend with.

[h3]Radical Rat[/h3]
This is the first boss you encounter, and we consider him a "puzzle boss". On each one of his bonus turns, he will toss a "rat bomb" next to your cats.


On his final turn, Radical Rat will hide inside a trash bin and detonate all his bombs! Each bomb explodes in a cross pattern in all cardinal directions, and bombs are flammable, so they can easily chain-react even if they are defused! So watch out!


There are a few strategies you can use to take this dude down, but we will let you figure them out for yourself, in like a year or something...

Bye bye,
-Edmund

Home is where my stuff is!

A common question we get when we talk about Mewgenics or show in-game screenshots is, "What happened to hoarding and breeding cats in your house and collecting furniture?"

The short answer to that is, that's all still in and a foundational element of the game, but for this blog post, I'll dive into the long answer.

This is your home in Mewgenics!



Pretty basic, an empty, rundown, abandoned shack with a few cats in it. But with some effort, that little shack could grow into something like this!



Or even THIS!



The House

The house hub is where the action happens, not only because that's where the cats get it on, but it's also where time exists. I've gone over it in a previous post many months ago, so I'll do a quick recap of how the house hub works.



See those numbers up there? The meat is how many units of food you currently have; the cat head shows how many cats currently live in your house. If you click pass day, each cat in your house will consume 1 unit of food, it becomes night, a simulation will run to see what cats mated/had babies, got into fights, or experienced something worth noting, then the next day starts.



This day/night cycle will push you through weeks, months, seasons, and even years as you play. But more on that later, let's go over the house HUD real quick.



[h2]Furniture Tab[/h2]
This tab will put you in "edit mode" and allow you to click and drag the many pieces of furniture you've collected on your adventures or purchased at "Jack's Shack", allowing you to tetris together the perfect hoarder house filled to the brim with magical furniture that will change the cats living in that room into the perfect monstrosity.




[h2]Examine Cat Mode[/h2]
This tab will help you get more detailed info on whatever cat you are holding in your house. This makes it a lot easier to parse through your growing army to form the perfect party for your next adventure, or maybe you just want to find out the best breeding combo so you can lock them in the attic and pray they don't end up killing one another when someone makes a move...




[h2]Item Storage[/h2]
This tab opens up to show you your current item collection. A few items you collect on your adventure can be stored here for future use. This will help greatly for trying to collect item sets as well as storing that sweet shotgun for any possible home invasions. The storage may look tiny now, but much like everything in Mewgenics, this too can be greatly upgraded over time. You just gotta know the right person to talk to...




[h2]The Map[/h2]
This tab opens up your local map. Not only will this tab allow you to visit local shops with ease, but it will also show the current favor earned from each NPC as well as alert of any of them that may want to have a word with you. What is favor, you ask? Well, it's simply how much an NPC likes you. Each time you do an NPC a solid, or send them a specific type of cat over the course of the game, their favor will go up, and each time you meet a specific threshold of favor, that NPC will "give you something". For example, Frank is a great contractor! Don't let his hump throw you; this thing is very good with a hammer... sounds like a threat, and maybe it is. But if you are in need of an attic, extra bedroom, or whatever, tending to the needs of Frank is where you wanna be.





That about covers the basics of the house hub, so I'll just leave you with this gif of some ragdoll physics.



-Edmund