Saturday, August 5, 2017

Announcing Our Next Title: Forever and Ever

Write the new hero's journey- build the best team of would-be legends and decide their fate in this fast-paced strategy game! Will they die a tragic death, or be remembered forever and ever? Every hero has their own legend waiting to unfold! 

Since March of last year, we have been dropping tidbits of information regarding the development of our second game project, which up until this point has been known as "Tasty Game 2". Today we are proud to unveil the game properly, and its name is Forever and Ever. So, what is it?

At its heart, Forever and Ever is a turn-based strategy game in a world filled with dynamic and unique characters- each with their own backstory, talents, shortcomings, desires, and goals. You aren't commanding around some nameless, generic, expendable warriors- each unit has personality! They will forge bonds with your other allies. Their wounds in battle can leave scars that stay with them. Your adventures with them will leave lasting impressions. And, if you aren't careful with your tactics, they can die. Forever.

You play as a Bard- a professional writer and storyteller that shares tales of heroes and villains with the world. Your role is critical in The Passages- a fantastic place where the laws of narrative are akin to the laws of the natural world, and being a memorable character bestows immortality! Though sharing tales of legends of old has its charm, what better way to get new material than to follow future heroes on their quests as they unfold?

The majority of the units at your command will be wholly unique to your time with the game. The primary means of acquiring new heroes is by stopping at Inns along your journey, at which you can interview prospective teammates and decide which one is right for your squad.

Forever and Ever has a great deal of tactical depth as well. Each of the 10 character classes not only have different distribution of strengths and weaknesses, they also are equipped with a unique set of skills. These abilities range from different ways to attack foes to supportive actions to aid allies. Every class has some way to assist their teammates, making proper synergy and teamwork very effective! In addition to the different classes, there are also 5 different races, each with their own strengths, weaknesses, and abilities as well. Recruiting the right units for your team's plan is key.

We're excited to continue sharing work in progress screenshots and videos of Forever and Ever in the coming months! While we don't have a precise release window, we are anticipating the game to be complete in 2018.

Monday, July 3, 2017

What's Cooking at Tasty Stewdios? (Jun 2017)


As we mentioned last month, we have been working on giving the UI elements of our game a consistent look and feel. Today we give a glimpse into some early gameplay footage from our next title. This footage is part of a work in progress, but we are very proud to show off a small piece of what we have been putting together. 

In this clip, we see the Punk class in action. They are at their best when they are sneaking around, marking high-priority targets, and then knocking them out with a sucker punch their foes will not soon forget! 

We hope this preview gives a feel for the art direction and attitude of our next title. Stay tuned for more information and previews in the coming months!

Thursday, June 8, 2017

What's Cooking at Tasty Stewdios? (May 2017)


Brief update on development, we’ve mostly focused on UI-related stuff this month! We’ve been ensuring the has game a consistent look and attitude in everything from the menu buttons to the character portraits. And speaking of attitude, today we’re also going to be expanding on the Pilgrims- a race of humans that come from the distant (and very doomed) future. Read on for more!

Tuesday, May 2, 2017

What's Cooking at Tasty Stewdios? (Apr 2017)

Hey everyone, what’s up?

Development on our next title has gone great this past month! On the art side, we’ve finished the first pass on character portrait art for all five of the playable races in all ten of the available classes, and they are looking fantastic! Similarly, the first pass of enemy AI has been completed, so now we can get a good starting feel for how unit to unit combat plays out. On the design side, while writing the AI procedures we learned a lot about the balance state of the game and have made a lot of adjustments to various character abilities. We’ve also started working in some of the more important UI elements and basic sound effects, which has really made the project come alive. Architecturally, a lot of optimizations have been made to allow the game to run a lot smoother. All of these things combined have us ready to go to make May an equally productive month!

Additionally, this month we've got a preview of some of the music that will be in game. This comes coupled with the usual disclaimer that this is a work in progress and may not reflect the final iteration in the game. That said, it gives a good feel for the kind of attitude we're trying to communicate- lots of energy and action!

As always, we’d also like to give another peek at the world we’re building. You may be wondering why these Wildkids are uh… “viciously” attacking that poor GARDBUDDY™.  To explain why, we head even further north!

Thursday, April 6, 2017

What's Cooking at Tasty Stewdios? (Mar 2017)

Greetings! It’s time for another monthly dev update. Henceforth, these will be at the start of the month instead of the end of the month- this makes end-of-month scheduling a little less hectic on our end.

On the art side of things, the portrait art that was previewed last month is nearing phase one completion. After that is finished, we will be moving on to UI assets.

Similarly on the design side, most of the AI is at phase one completion- one class remains to be finished. In test-fighting the AI (which I currently have a losing record against) we’ve also come across a lot of edge-case scenarios that were either grossly overpowered or created uninteresting gameplay, so several character abilities and stat lines have also been reworked from their initial designs.

Read on for our continued exploration into the world of our next title.

Monday, March 6, 2017

[Magicmaker] March 6th Game Update

Greetings! We've deployed another update to Magicmaker. Read on for the details!

Mar 06 2017 - Patch Notes


  • Increased drop rate of alchemy components (essences and stones)
  • Stones and essences now drop at an even ratio, instead of all alchemy drops having an equal drop rate (causing stones to appear less often)
  • Training dummies now display your damage per second (DPS) after receiving damage
  • Added a stone dummy to the training area. It is knockback immune.
  • Siren's Seafoam projectiles now begin oscillating upwards regardless of the direction they are fired (left vs right)
  • Siren's Seafoam lasers now undulate in a wave pattern instead of being a static shape
  • Adjusted tooltips to clarify their effects on spellpower.
  • Adjusted particle effects on the Pranksgiving Cornucopia artifact
  • Added some more loading screen tips
  • Allowed the player to modify their spells if they die to the final boss
  • Adjusted tutorial text to better explain spellpower and clarify controls


  • Fixed an issue that caused keys to vanish
  • Significantly improved the performance of wind gusts in the Forest Zone
  • Fixed a bug where Crystal Ball-Diamond-Laser spells would only hit once
  • Fixed a bug that caused Trick Bullet-Turret spells to deal less damage than intended
  • Fixed an interaction with Trick Bullet and Diamond that would cause projectiles to double hit an enemy
  • Fixed a bug where very large Diamond Lasers would hit more times than intended on targets very close together
  • Fixed a bug where Crystal Ball-Diamond-Laser spells would repeatedly hit the same target
  • Fixed a bug where the turret robe would occasionally not appear or attack
  • Arrow drops from Quiver spells no longer prevent treasure room portals from opening
  • Fixed several instances of incompletable levels, especially in the forest
  • Fixed a rare bug that would cause floating standing stones in the forest
  • Fixed an issue where fire wisps and salamanders would get stuck in a corner of the desert sandpit trap room 
  • Significantly reduced instances of giant snowball enemies vibrating violently in tiny corridors
  • Removed a phantom hitbox on the Desert Boss
  • Fixed several typos. Now there aren't any spelling errors left in the game, as always. Was there ever a spelling error in Magicmaker? It's impossible to say at this point. We're looking into forming a panel of experts to thoroughly investigate rumors of spelling errors in the game, but if we're being totally honest it seems like a wasted effort, seeing as the notion of a spelling mistake in our game is downright absurd. I mean, come on.

Tuesday, February 28, 2017

What's Cooking at Tasty Stewdios? (Feb 2017)

Whats up! We've been working on character portraits the past month and a half and today we're gonna look at how these portraits are generated.

On the art side of things the portraits are really important because we want the random units to feel like individual people, so they need to have distinct appearances and personalities. Humans bond by looking at each others faces. Its why you can ascribe so much personality to certain chairs:

look at this happy little fella
This is also our only real opportunity to see the units in detail, because for readability reasons the units are abstracted to basically only their gameplay components on the map screen. Personality and individuality is limited to the portrait.

hello i am HUMAN  PUNK  BOY
Lastly this is our best opportunity to stand out visually. I'd rather make something unique than something good but unoriginal. (of course, its always preferable to make something unique AND good). I love personal, idiosyncratic styles of art.
however, i am also unafraid of wearing my influences on my sleeve
Our first step in our portrait voyage was to settle on a visual style. WHAT WE SHOULD HAVE DONE was hash this out in the original concept art, but that's one lesson learned. Oftentimes, you have to learn how to make the thing your making as you go.

behold my artistic range
The top half has some interesting tricks, but the proportions are boring as hell yo. I love love love the dynamic pose on the first two of row four, but if each class had such an extreme pose it would limit the re-usability of our art assets. We'd have to make separate faces and hairs for every class which would totally suck.

We don't talk about the third item on row four.

Row five is all different stylistic renderings of the same underlying sketch, but we really had it right with the first two. These were selected as the style guide.

the sketch that launched a million portraits
The key to any good randomized system is to rely on copiously large amounts of authored content. That is, to make a whole bunch of stuff, and then have the computer arrange it together. We've all had those dark nights were we thought we could program a computer to generate a whole game from scratch if our algorithm is robust enough. I once spent three years in a procedural-generation-fueled fugue state and made a game called Magicmaker. It would have been a disaster if other people hadn't pointed out that the spells people made were way more interesting than the spells the game was making.

You can't teach a computer to draw. You can't teach a computer to MAKE ART! DOES THE COMPUTER HAVE  A SOUL, A VISION? NO! THE COMPUTER IS A MACHINE. IT DOES NOT KNOW THE HEART OF MAN.

as always, my heart is "i like anime"
But you're not here for my quarterly screed against the coming AI menace (ask me about self-driving cars some time). You're here to find out how character portraits in a video game are generated.

The earlier drawing was broken up into component layers. We ended up with 2 body, layers, 3 hair layers, a head, a mouth, a nose, and eyes. There's so many body and hair layers because they have to occlude each other is a bunch of different ways.

you try layering this in a way that makes sense
There's bunch of different nose and mouths and bodies and stuff. To begin with the computer starts by randomly grabbing a set of layers based on the characters race and class.

now the portrait's looking like something colored in mspaint
At this point we use a shader to programmatically color the image. The character has a color scheme and we can use the shader to color the red parts dark, the cyan parts their skin color, and so on. The white and purple regions are off-white highlights that are automatically determined from the character's hair color and the color belonging to their blue region.

almost done!
Lastly, to introduce a little visual noise we overlay the image with a paper filter.

we did it yay
And that's it so far! There's a bunch of stuff I want to try in the future, like the portrait having elements that reflect character traits, or changing as stuff happens to them. I don't know how easy that will be to pull off, but I'm really invested in getting them in. We want people to see each of their characters and remember exactly how they came to be who they are.