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A Monastery Brewery tycoon game. Craft recipes, brew beer, bribe the local lords, feed the poor, and discover the Abbot's dark past.

Post news Report RSS Something's Brewing in the Abbey #63

Our brief weekly update on Ale Abbey's development!

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End of another week, with temperatures rising and Ale Abbey's development being all smooth and cool!

Having talked extensively about UI in the past (and knowing there's still a lot of work around it in the future), in today's post we include a quick explanation of how we go about its most complex and demanding parts. We also bring you up to speed with more added elements to the rooms and scenes in general, as well as give a small preview of the latest internal build played by the team.

Onwards to the bling.


-- "Doing the work" with UI

Trying to make the scenes look good means that UI needs to be "present" and fitting, but also discreet. To make sure that the player gets a feeling that everything contributing to gameplay blends well together, allowing for efficiency on their part, without overstaying its welcome or competing against other gameplay and aesthetic elements.

So it is only understandable that in a game like Ale Abbey, a Monstery Brewery tycoon, UI is being tested exhaustively. Tests upon tests, upon tests, would, of course, make production suffer both in terms of time and resources, so working around this efficiently was the only way. Not taking into account the mood boards that need to be created to propose an overall artistic direction, the UI elements need to be broken down to their simplest form, in mock-ups that everyone can use with the ability to re-arrange elements in ways that showcase potential variations and possibilities.

When some seemingly successful arrangements of those scenes are identified (like the one below), light versions of reusable assets are created, put together, and then given to the team and the community for feedback. It looks like a lot of work, and it actually is, but the time saved this way is allowing the team to plan and work on other developmental fronts.




-- Latest update in the main UI

As promised another quick peek at the state of things right now. It's not only Clint's BGM, the UI feeling snappy and allowing the scene to be enjoyed without obstructing, or the Monks and Nuns walking around the Monastery... it's more about Ale Abbey looking more and more like the game we envisioned it to be! We're so excited about what's coming next :)




-- "Populating" rooms and the Monastery

While testing UI and other gameplay elements we sometimes forget that progress has a way of creeping up on us. And then there you have it, you see Monks and Nuns walking around the Monastery, elements in the room that work differently depending on the time of day, and rooms with an ever-increasing level of detail. It's finally amazing to see the Monastery come to life!

And although it's always great to see all this in a gameplay video, a true test would be gameplay screenshots that still look natural and part of a bigger picture.



-- What makes a beer look appealing?

Ale Abbey is turning into a source of never-ending eye candy. But ain't beer itself also a source or appeal in and of itself?


Aesthetics play a crucial role in making a served beer look appealing. It goes without saying that the first element that contributes to its visual appeal is its color and clarity. A beer with a vibrant hue, whether it be deep amber, golden yellow, or rich brown, instantly catches the eye and evokes a sense of freshness and quality. Adding to that, a clear beer does not only make its colors look even more pronounced, it's also a sign of purity and craftsmanship. Both... very enticing elements!

Another aspect that enhances the visual appeal of a served beer is the foam. Overlooked by some, a well-formed and creamy head on top of the beer creates an attractive contrast with the liquid gold contained in the glass, adding additional layers of depth and texture. A foam head that is thick, luscious, and tightly packed, shows that the beer has been poured properly and is carbonated appropriately. To the more distinguished noses, a frothy head also offers an extra source of aromatic compounds, enhancing the overall sensory experience!

And then, the final boss of serving a beer... the glassware. Choosing the right glassware (think size and shape) complements the beer style and also enhances the aroma and taste. Whether it's a tall, slender pilsner glass, a curvy tulip glass, or a classic pint glass, the glass should showcase the beer and allow its characteristics to shine!

If in the end, you feel like there's something missing, you can also add appropriate garnishes. Heavily dependent on the style of the beer you're serving, a slice of citrus or a sprig of fresh herbs adds color and a touch of the ever-elusive je ne sais quoi!

Join us next week for more of Ale Abbey's news! For now, enjoy your weekend responsibly ;)

-- Hammer & Ravens


Looking for more Ale Abbey? Or maybe want to chat with the team? Find us on:

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oscarfabianleites
oscarfabianleites - - 82 comments

Fantastic friend, great game they have created 👏. I know you already have music but, I am a composer who likes to work on indie games and I would love to create a piece of music, for gameplay or trailer, for you 😁 👍. Let me know.

Youtube.com
Have a beautiful day! 🌟🤗

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y_nnis Author
y_nnis - - 5 comments

Good that you're introducing yourself Oscar! You already know we're already working with someone on the music and SFX or Ale Abbey, but hopefully others on Indiedb will see your comment and reach out ;) Best of luck!

Reply Good karma+1 vote
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