Alright! DevLog on Monday again (more or less). Getting closer to the original schedule. Also stuff happened:
Steam Greenlight is running like crazy, we had our awesome livestream with Dekay on Saturday and all the while we still made progress with CrossCode! I'm not even sure how we managed to do that!
Greenlight going strong
So you remember, about 6 days ago, CrossCode was put on Steam Greenlight. You know that competition where all those games (about 1700 at the moment) try to get into the Steam store. So guess where we are standing right now?
We are #60! After 6 days only! (actually, at the time of writing, we're already at #57... too lazy to update the image right now :P ).
Everyone, this is amazing! We didn't expect this kind of impact. CrossCode is sky-rocketing up the charts:
Thanks to everyone who voted for us!
Let's see how much higher we can get with CrossCode!
Let's play more CrossCode!
Greenlight is going strong and the Indiegogo campaign is just around the corner, starting at February 25th. What now?
Let's spread the word! Because yeah... for a successful crowdfunding we need a lot of people playing and talking about CrossCode. :D
If you know some people who might like CrossCode, please tell them. And if they want to do a Let's Play - that's even better!
If you want to actively help us spread the word, please have a look at this forum post.
Oh and another way you can help is to simply rate and follow CrossCode on Gamejolt.
Concept art, puzzle effect and faster cutscene skipping
Let's talk about CrossCode stuff, shall we?
First of all Frece and T-Free are back in action and working hard on designing the villages and towns of CrossWorlds!
Frece already delivered an awesome new concept art for the heat village area:
And just because it's cool to look at, here is how this piece evolved over time:
Meanwhile T-Free is working on the actual ingame graphics. Here a small preview for a new area:
Of course, this is WIP. We still plan to add a lot of details and shading here.
Okay, now about puzzles! Remember bounce switches? I made them more shiny now:
Lachsen worked over the whole puzzle area in general and it's now polished to a point that it's basically ready for the crowdfunding release! The puzzle mode is now about two times as long as before and features a cool boss fight!
I also worked my menu programming magic and added a highly requested feature: a hotkey to skip cutscenes!
It works by pressing a button twice during cutscenes to skip it. You'll get a message after the first press - as seen in the screenshot - just to warn you what you're about to do.
By default you'll also get a prompt after the second press to confirm the skipping once more - but you can disable this one in the options!
I personally love this feature already. Makes playtesting so much easier! :P
There is much more stuff happening in the background. Intero is composing an awesome track for our crowdfunding video, Chibi/Hyouto is drawing awesome new avatars for the whole team, GFlügel is helping me writing those awesome darn press releases and so on~
Awesome Livestream with Dekay
And finally, we had our awesome livestream with Dekay. It ran for almost 4 hours and we had over 1100 people watching the whole time!
We also had a lot of fun discussing several gamedev related things - and even had a look at a very, very early prototype of CrossCode made with the RPG-Maker 2000 (that was at least 8 year ago!).
If you missed the livestream, you can still watch it here (still in German, though :P).
A few highlights:
- New Puzzle Mode starting at 01:01:00
- New Puzzle Mode Boss at 01:10:00
- The very, very old rm2k prototype of CrossCode at 02:54:30
Oh yeah, and those crashes we had during the live stream are fixed already (most likely)!
Phew... Yeah that's all. Man I'm writing too much text these days. That's what happens when you start to do serious marketing. @_@
No way around it.
Anyway, until next week!