Wednesday, September 6, 2017

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


This past month we’ve been finishing up the remaining gameplay systems of Forever and Ever. Once these things are in place, we can switch gears into focusing on writing stories, designing missions, art assets, and other content that uses these systems. We hope to have these systems-related features done by the end of the month, at which point we will begin looking at options for playtests and all the refining that comes along with it. For this month’s post, we’d like to take a closer look at Incurable, and the incredible city they inhabit, New Kopis!

Wednesday, August 30, 2017

[Magicmaker] August 30th Update

Greetings! We've deployed another update to Magicmaker. The detailed changelist can be found below.

Aug 30 2017 - Patch Notes


  • Bosses have been adjusted to make fighting them more challenging and interactive. The most noticeable change is significantly reduced idle times inbetween attacks, and an increases in the damage that some bosses' secondary attacks deal. These changes primarily affect New Game+ difficulty, and less so on the first playthrough.


  • Fixed a bug where the player could escape from the training course without all of the required items
  • Tweaked one of the finale maps so that the portal doesn't clip through the ceiling
  • Fixed an issue where a faint colored box appeared around the forest boss seed core 
  • Fixed a freeze caused by lighting wisps on fire
  • Fixed a bug where cauldrons would not spawn in the castle during goblin revolution 
  • Fixed a bug where fairy enemies may still appear during goblin revolution in the forest 
  • You can no longer pause during the ending sequence 
  • Fixed a bug where the background during the final battle would display incorrectly on wide resolutions 
  • Fixed a bug where goblin wizards with necrom-nomicon didn't spawn minions 
  • Fixed an issue where the quest line in the level portal menu wasn't centering properly 
  • Fixed a bug where enemies would not be properly destroyed in the finale
  • Fixed a bug where the player wasn't silenced when they entered certain portals
  • Fixed a bug where activating the boss room of the temple, then going to a shrine and staying there, would result in a bunch of temple boss warning effects going off constantly 
  • Fixed a bug where left over vfx from the previous level would show up on the title screen 
  • Grammatical fixes on a handful of tooltips

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.