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catchweightstudio · 4 years
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October Devlog!
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Hi everyone! Happy Halloween! The perfect time of year to play some spooky horror games. Wanted to send out another update covering a few topics of note. Apologies for the delayed update, I’ve been completely consumed by my work over the past few weeks - and I hope it shows.
NEW DEMO INCOMING!
Over the past few months I've been working non stop on a new demo revision for Conscript. This new build is a refined version of the Kickstarter demo from back in June - with  smoother gameplay, unlockable extras, QOL improvements and a larger suite of options to play with. I'm currently tidying up last minute bugs and sorting out some balancing issues. Granted no major  bugs pop up in the next few days, Halloween will be when the new demo launches.  If anything disastrous happens, I will launch on November 11th instead (Armistice Day).  If there are any delays, you will all be the first to know.
This will likely be the last public demo revision released before launch. I will send out another update as soon as it's live! Make sure to keep an eye on the Steam page: https://store.steampowered.com/app/1286990/CONSCRIPT/
The Kickstarter has also been back on Steam since the Steam Demo Festival earlier this month, and I am going to leave it up until the next revision replaces it. If you are keen to play through this older build, now will likely be your last chance. For all intents and purposes, the new build will be better in just about every way - but I know some people are generally curious about beta/alpha content in games which is why it will stay up for the time being.
Here are some of the things I’ve been working on, all of which will be available in the new demo to see.
New animation pipeline:
Part of this system recode is a new workflow for creating animations. Having this new system in place will make creating future content much easier for myself! One such new feature is unlockable costumes! For the longest time I thought that implementing alternate costumes was not really possible due to the fact that the game is actually sprite based - but I found a way! A true survival horror staple, I’m sure you’re all happy to hear this news.
Here’s a sneak peak at one in particular for the final game:
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History fans will recognize that this is the French Army uniform from 1914 - before being swapped out for the Horizon Blue style uniform later in the war. This happened largely due to the bright flamboyant reds being too easily visible from a distance.  I actually had to write an essay about this very uniform for my last semester of university, so there was no way I was leaving it out of Conscript. Let me know if you have any ideas for historically relevant alternate unlockable costumes for the final game.
This new system also made it possible for me to actually have the gas mask be visible on the player character. A nice little touch!
New weapons:
I can now create weapons at a much faster rate. Here’s the latest - the trench shovel. During trench raids, soldiers would often have no other weapons at their disposal other than basic tools lying around.
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Any other WW1 themed melee weapons you’d like to see?
Melee improvement:
Melee weapons now have a weak and strong charged attack. Charging up a strong attack results in double damage and a guaranteed stun - at the cost of precious time. You will also have to watch your spacing! This change helps add a little depth to melee combat, which was lacking.
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QOL improvements:
There are probably too many of these to name, but I’ll list off a few:
The specific player location in a room is now visible on the map:
The itembox has had a revamp, and now supports taking/depositing specific amounts.
Other small changes:
Items can be auto-combined from simply placing them over each other in the inventory.
Health items can now be used straight off the ground without the need to backtrack to an itembox incase you were full.
Inventory mouse controls have been streamlined considerably.
Many UI assets and icons have also been cleaned up.
The notes, options, inventory and map screens have also been refined.
And more!
Multiple save files:
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Admittedly, this feature is long overdue - but it’s here now. It essentially works identically to old school Resident Evil.
Infinite ammo:
The stretch goal we reached back in June has already been implemented and will be available in the demo. It will have to be unlocked though - and I’ll leave that part a secret. Here’s a look:
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In this game, it functions as a normal item. If you have it in your inventory, you will be able to reload as many times as you want.
Enemy type revamp:
I’ve also been working on some new enemy types…
Here we have a new standard shovel soldier:
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These are probably the easiest enemy type - although they can still deal large damage in groups.
And of course, here is the iconic masked trench raider equipped with his raiding club:
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The trench raiders are now a higher tier enemy class - and will prove to be quite a challenge to take out. They are fast, and hard hitting - so it may even be best to just avoid them. You'll also notice they have new sprites that are more historically accurate in terms of colour schemes and equipment.
Oh, and one more thing I should mention about the trench raiders... they can now sprint.
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You better watch out!
I am also working on a rifleman enemy class that can attack you from range, although I was not able to complete and balance them in time for the demo unfortunately. Here’s a sneak peak:
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Systems recode and optimizations:
Over the past few weeks I’ve been going back and restructuring some old systems with clean code. I've been committed to making Conscript as scale-able as I can for future console ports, DLCs or even maybe even sequels down the line. All you need to know about this is that the game will run smoother than before, and many bugs have been cleaned up in the process. I've also been making many small and large optimizations, so the game will hopefully run on more machines. As an example, here's a technical BTS look at a culling system I introduced, so that off screen instances are deactivated - and hence are no longer taking up resources.
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You're not supposed to see my top secret debug room - but I'll make an exception for you, okay? ;)
State of development:
From a mechanics perspective, I feel like Conscript is finally systems complete. This means that all the underlying mechanics of the game have been finalized and also that such systems have built in such a way that offer flexibility if expansion is needed either throughout the rest of development or even in future DLC. This might not mean much to most, but for me it essentially means that all the boring part of development is over. Now it's pretty much just 6 months straight of pure content creation, which is really  a big relief for me! I'm excited to flex my creative muscles again. I have some WW1 books on order and am going to start playing through some classic horror titles again to re-study old school level design.  Fun times!
I'm likely going to be livestreaming my level design studies on Twitch, so if you'd like to catch up or watch me play through some of the classics - make sure to follow my Twitch page.
https://www.twitch.tv/catchweight
Misc news:
Also, I wanted to share an interview I did with Paddy Murphy from Let’s Survive - Paddy Plays some weeks ago. I hope you all enjoy it!
As always, I want to send out another invite to the Conscript Discord. Join if you haven't already!
That’s all for now. As I said, keep an eye out for the demo on Halloween. I don’t think it has been possible to work harder than I have been over the past few months, so I can’t wait to see what you all think of it!
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catchweightstudio · 4 years
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The big Conscript accessibility + options update!
Hello everyone, hope you are all doing well. I’ve been hard at work getting a new demo revision ready for mid-October. 
MAIN MENU
Here’s a look at the initial main menu for Conscript. I find it quite atmospheric and have found myself just keeping it on in the background while I work. The last menu for the previous demo was quite rushed so I’m happy with how this one has turned out. 
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ACCESSIBILITY
Recently, the topic of accessibility has been on my mind. As a developer it’s easy to find yourself resisting against a player’s ability to alter your “vision” of the game. I can understand this sentiment - as I’m somebody who holds my project VERY close to my heart. This topic was inspired by a conversation on the Conscript Discord where I was asked how accessible the game would be. My immediate internal reaction to any questions relating to adding a new unplanned feature is generally “isn’t my damn Trello board already big enough??”
After some reflection and research however, this is a silly way to look at things. Yes, any new feature takes hours or even days to implement - but that doesn’t mean it’s not worth doing. For example, as a developer I end up putting in many extra days and weeks trying to get the game on different online storefronts or even other consoles, all in hopes of trying to expose the game to more people but I would never question this time as anything but time well spent. 
Accessibility is the same thing really. There are extra hours of work I can put in to ensure that MORE people can be exposed to the game and enjoy it.  So that’s what I’ve been doing, even if it has meant putting extra work hours in every day for the past few weeks.
PAUSE
First, you can now visit the options menu at any time without having to go through the inventory.  A tiny change, but it was requested quite a few times.
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VISUAL OPTIONS
 Something I wanted to solve was text readability. There are now a variety of settings to adjust different properties of the text in-game.
You can now choose between HD and pixelated fonts. Even though low-res pixel font is coherent with the general art style, it is not the most legible typeface to read. Now you can have the option to “HD-ify” the font, which makes for greater readability. 
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For those with dyslexia who may have trouble discerning between serif style characters, you can now opt for a simple sans-serif font style. This can also be toggled between HD or pixelated. 
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Text colour can also be changed between white, yellow, green, red or blue.
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This is applied to all standard text throughout the game! 
And finally, the background opacity of the standard textbox can be customised from 0 to 100. If you are struggling to discern between the text and background it may be easier to have this on 100 so the text stands more.
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I feel like all these extra little options will solve the text readability issue for the majority of players. Any colour specific elements will also have non-colour related visual indicators. They are small changes but hopefully go a long way for some.
There are also some extra little visual accessibility options for those who may have trouble focusing on certain elements of the game’s artstyle. You can now zoom the camera in up close to our protagonist, and also alter cursor, crosshair and interaction icon properties such as size and colour. HUD opacity can also be lowered, but it is set to 100 by default. 
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The screen blood that appears when you take damage can also be turned off now, as can any bright flashes in the game for those who are photosensitive or epileptic. For those who don’t enjoy screenshake, that can be turned off too. 
It hasn’t been implemented yet, but I am working on having brightness and contrast settings too in the future. Even though the game won’t feature much voice acting, I am going to work on having subtitles available not just for voices but also for any kind of hard-to-read environmental text. 
AUDIO OPTIONS
Nothing too fancy, but you can now adjust SFX, music and master volume all independently. This required a rework of the audio system so it was actually quite challenging, but happy to have it completed and working.
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BLOOD TOGGLE
Blood and gore effects can now be toned down substantially, although it will be left on by default. The reason I decided to include this is because there may be some who are more interested in exploring the history of Conscript without the intense and bloody combat . In my opinion, Conscript is equal parts a history game and a survival horror game, so there will be cross pollination between those two demographics. Most of you will probably leave this on but it’s nice to have it there anyway. 
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DIFFICULTY MODES
During the Kickstarter campaign, we reached the stretch goal for two difficulty modes but I am going to include some extra ones in the final game. There will now be six difficulty modes in total.
Training (Assist Mode)
This mode will feature checkpoints, increased health capacity and player damage will be increased. 
Recruit / Soldier / Veteran
These three will be the standard easy/normal/hard sort of thing from every other game in existence. Enemy damage and item quantity variables will be the main differences between these modes.
War Hero
This will feature more “realistic” elements from modes like Resident Evil Remake’s “Real Survival” difficulty. Item boxes will be unlinked from each other and limited saves will be mandatory. It will contain the same gameplay modifiers as Veteran mode.
Grognard (French for “old soldier”)
This ultimate challenge will include all the features of War Hero mode but with PERMADEATH. Yep, you heard right. 
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LIMITED SAVE TOGGLE
Limited saving has always been controversial. The reason I opted for this old-school survival horror mechanic is because it introduces a risk/reward style of gameplay where players generally try and squeeze in one extra “task” before the next save, leading to extra hard decisions being made during gameplay. Understandably, not everyone wants to deal with this though. Despite this being the intended way to play, it will an optional toggle at the start of any Conscript playthrough. Note that on the very hardest difficulties it will be mandatory however. 
Here’s a look at the game parameter screen before you start a new save:
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You will also have the ability to toggle off Kickstarter backer easter eggs if you so wish. 
CONTROL SETTINGS
Any action that requires you to hold a button - such as aiming and running - can now be toggled with one button press instead.
Also, I’m going to implement both a quick melee and quick heal feature so that you don’t have to go into the inventory just to break some barrels or use a healing item.
You can also turn off mouse support to play the game with a keyboard only. 
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CONTROLLER REMAPPING
Full control remapping is now available for both keyboard and gamepad control schemes. This was a complicated and time consuming thing for me to implement but I’m glad to finally have it available. 
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Hang on a second… did the inventory just change? 
BAG STYLES
By far the biggest feature in Conscript history....
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This was a fun little extra I decided to make when I was testing out the flexibility of the new options menu. Admittedly it has nothing to do with accessibility, but it is related to the options menu! You can now change the colour of the inventory background. You will be spending a lot of time there so I figured it would be cool to give some small level of customization... there may even be some extra unlockable styles in the full game! Any ideas for patterns or designs? 
So that’s what I’ve been working on the past two weeks! What do you think? I know menu heavy things aren't exactly the most marketable features, but I felt it was important to share. Are there any other reasonably in-scope accessibility options you all would like to see?
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catchweightstudio · 4 years
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CONSCRIPT IS FULLY FUNDED!!
This morning we shot over the funding goal! Thank you all so much! It has been a very grueling campaign, but we made it! With 5 extra days to spare!!
Of course, this could not have been done without each and every one of you! Not only through your donations, but your willingness to spread the word and create noise about my project. In the span of a month, we have created such a dedicated community around the game. 
The moment I launched the demo and Kickstarter campaign was very nerve wracking. After all, this is something I've spent every day for the past 3.5 years working on. What if it wasn't actually that good? What if some kind of game breaking bug got past testers? What if the campaign failed? These are all questions I freaked out over. But yet, here we are - fully funded with 5 days to go.  It's a really crazy feeling, especially as a solo developer.
There are still a few days left, so let’s shoot for some stretch goals. The first one is a bonus unlockable weapon for the final game - the INFINITE ROCKET LAUNCHER!
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Fans of classic Resident Evil will be familiar with this weapon. Although, I suppose the model that could potentially be in Conscript is actually a grenade launcher - as traditional bazookas had not been invented during the First World War! 
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There are more stretch goals to be revealed past this point. So if you want to make Conscript as big and content filled as possible, just keep doing what you've been doing! Spread the word! We still have 5 days left to really shoot for the stars.
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Thanks everyone!
https://www.kickstarter.com/projects/562623591/conscript-ww1-survival-horror
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catchweightstudio · 4 years
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Conscript is a Resident Evil inspired First World War survival horror game set in the bloody trenches of Verdun.
Read More & Play The Kickstarter Demo Build, Free (Steam)
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catchweightstudio · 4 years
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Morning soldiers!
We are approaching the halfway point of the campaign, with just over 1/3 funded so far. The battle has certainly been both exhausting but also exciting. Nothing has gone by the books, or as expected. This has been quite a learning experience indeed. 
Going by other similar campaigns, we were hopeful for a much bigger opening push - yet nothing seemed to stick in the opening days. Posts would get swallowed, and any push made seemed to just fizzle out. It was frustrating, to say the least - and quite demoralizing given the intense preparation before the campaign. 
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Over the next few days however, progress became quite linear, contrary to campaigns in the past. This was nice to see, but this pattern has started to stagnant as we enter the dreaded middle weeks of the Kickstarter. It’s going to have to be a strong push in the final week to ensure Conscript can get funded and completed. This has turned into a serious case of trench warfare indeed. 
The good news however, is reception to the Conscript demo has been glowing. Wishlists have also quadrupled since the start of the campaign, and I’ve heard nothing but good things about the game so far. Both survival horror fans and history fans have been particularly receptive, and it’s also great to see some speedruns! I’m currently working on a patch that should help alleviate some slowdown a few people were having, and also add some new easter eggs and hidden content. 
So far our platoon is over 340 soldiers strong - which is quite impressive indeed! But, we are in need of some promotions for those who are up for the task.  
We have:
- 6 first class soldiers
- 261 corporals
- 26 sergeants
- 18 warrant officers
- 3 chief warrant officers
-3 second lieutenants
-5 lieutenants
-1 enthusiastic captain
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Reminder that there is also a bonus add-on pack available for all ranks - the trench raider pack! This contains a DLC French Sabre melee weapon, a digital artbook and the ability to have your initials engraved somewhere in the final game!! Increase your pledge by 30AU (~20USD, 18 Euro) to get these rewards for the final game release. This is a little bonus for those enthusiastic soldiers who really want to help support the game beyond their tier. 
Many have also asked about the music for the game - specifically the save room theme. Here it is, in all it’s glory:
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It was composed by the very talented New Resident Evil Save Room Music. I’d say it’s the perfect fit! If the game get’s funded, I am going to work with them to bring more soothing tracks to the final game. So expect more greatness like this if we can reach the goal. 
The Conscript digital OST will be available to all Sergent tier backers and above, when the game releases.
Another topic I want to touch on is the Conscript Beta, scheduled for January 2021 if funding is reached. This will be an early access version of the game of sorts exclusive to Adjudant Chef level backers, and I will use feedback from this build to improve the game to it’s full potential. There are still plenty of early bird Adjudant Chef reward tiers left to grab! So if you enjoyed the demo and would be interested in participating in the Conscript beta, make sure to grab it while you can!!
Also, I am going to be hosting a Conscript Developer livestream on Twitch on June 29th, at 6pm PDT (June 30th, 11am AEST). Hope to see you there! You can ask me any questions you want there. 
https://www.twitch.tv/catchweight
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One last thing... since a lot of you are new followers, I’d also like you to have a look at the Conscript reveal trailer - which gives a more in-depth look into the different styles of gameplay seen throughout the game. You might have missed it when it came out back in April. This will be the trailer seen on the Kickstarter page from now. 
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That’s all from me now. Remember, keep spreading the word. We can still win this battle, but it is going to take more effort from all fronts.
Support the Kickstarter: https://www.kickstarter.com/projects/562623591/conscript-ww1-survival-horror
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catchweightstudio · 4 years
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Hey everyone! So today marks the start of the Conscript Kickstarter campaign...
The campaign will launch 10am PDT on June 16th.
KICKSTARTER PAGE: https://www.kickstarter.com/projects/562623591/conscript-ww1-survival-horror
There were a lot of setbacks in trying to get this thing going! As a solo developer it’s easy to underestimate how long certain things take - so my scheduling for the first half of this year was thrown off by some personal things. The entire world shutting down also did no favours to my yearly plan. I’m sure everyone can relate to that. 
A Kickstarter campaign was something I had envisioned very early in development, once I knew I had a unique and interesting game on my hands - but I constantly put it off. When I had finally planned one for early 2020, coronavirus hit and I felt there were bigger concerns. I feel like now is the right time, especially considering where I’m at in development. 
I’ve reached a bit of a crossroads in my life where I have to really choose where to devote my time and attention for the next few months. I’m finishing university this semester and need to choose a career path to go down. Unfortunately, it’s getting to the point where I can no longer justify spending as much time as I have been able to working on Conscript without funding of any sort. With your help, I can turn game development into a financially viable option! This has been my dream since I was a child, and it would mean the world to be if you assisted me in making that jump! Kickstarter will also allow me to increase the scope of Conscript if I am fortunate enough to have a substantially successful campaign.
Regardless of how the campaign goes, I will try finish the game no matter what - I would just have to slow down development substantially and perhaps reduce the scope due to part-time work commitments. This would also make it impossible to predict a concrete release date. 
Also, another very important note!! 
The CONSCRIPT Demo is now available to the public!! You can download it from Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
Make sure you share this to any fan of survival horror, or history based games that you know! 
This demo contains a chunk of early-game gameplay from the trenches. It takes roughly 40-60 minutes to complete (depending on your survival horror experience).
https://twitter.com/ConscriptGame
discord.gg/hVcAgBP
Remember to follow me on Twitter and retweet the pinned tweet! Or you can also join the Conscript Discord if you’d like to talk with me and the community more casually. 
I really hope you all enjoy the demo! Let me know what your favourite part of it is! 
Thank you all for the support throughout development. Talk soon!
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catchweightstudio · 4 years
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The “crews quarters” is the central room that connects the east and west trenches - very similar in design to the RE1 mansion and RE2 police station. You will pass through this room quite a few times. 
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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Gas plays an important role in Conscript. Some rooms and trenches will be un-explorable until you find a gas mask or create your own home-made one. 
Gas attacks can also happen at any time - leaving previously safe trenches uninhabitable. 
Lingering in gas for too long will often guarantee massive damage and extra negative status effects. 
Wishlist Conscript on Steam:https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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War makes men mad...
The conditions of Verdun were absolutely unimaginable. In developing Conscript I hope to highlight how WW1 was truly one of the darkest moments of humanity.
But by the same token, man’s ability to survive in these circumstances is a real testament to the human spirit...
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catchweightstudio · 4 years
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Concept art I made for Conscript! I had no real aim or plan for it, just opened up a Photoshop document and started going. I feel like it really illustrates the hopelessness and despair of the game. 
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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Rooms in Conscript are drawn by hand in Photoshop. Inspiration usually comes from watching historical footage or researching some of the great WW1 paintings. I try to ensure that every room contains some kind of interesting or unique motif or scene that is unique. This not only ensures variety but also helps player remember which rooms are where on the map. 
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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The map screen in Conscript is heavily inspired by real trench maps from WW1. Level design has also been greatly inspired by Resident Evil 1 & 2 in particular.
I always loved how the mansion and police station looped around each other and encouraged strategic route planning. 
By the end of the game the map has been ingrained into your subconscious - this is what I hope to do with Conscript. 
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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Save rooms provide brief respite from the horrors of the trenches. Here, you can re-organise your inventory, sort your item box and save your game!
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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Puzzles will be a large component of Conscript - much like old school Resident Evil and Silent Hill. They won’t be too hard, but they do provide a nice change of pace from combat and exploration. 
What is your favourite puzzle in a old school survival horror?
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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For those unfamiliar, Conscript takes place during the Battle of Verdun, 1916. Verdun was one of the most horrific battles of the first World War - holding the record for the highest density of death of any modern battlefield. That is to say, that more people were killed per square yard in Verdun than any other battle before or since.  Naturally, this makes for a great setting for a classic survival horror game!
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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In Conscript, you play as a young French soldier named Andre, who has been conscripted into the French Army along with his brother Pierre. 
After a German trench raid, Pierre goes missing and his body cannot be found. It is up to Andre to ensure he brings his brother home safe, and leaves a family unbroken. 
Wishlist Conscript on Steam: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
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catchweightstudio · 4 years
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Welcome to the new Conscript blog! This is where I’ll mainly be posting more personal and behind the scenes devlogs about the game. 
In case you haven’t heard, Conscript is a 2D survival horror game set during WW1 that I have been developing by myself for 3 years now. Conscript is very much inspired by classics of the genre such as Resident Evil and Silent Hill - but with a pixel art style, top down camera and unique historical setting. 
You can wishlist Conscript on Steam here: https://store.steampowered.com/app/1286990/CONSCRIPT/?beta=1
Visit the website: https://www.conscriptgame.com/
Or follow on Twitter: https://twitter.com/ConscriptGame
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