[Biete] Cloud Meadow Patreon Version (Alpha)

Akeno

Ordenspriester



Title:
Cloud Meadow Alpha v1.02.1


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Bugs We Already Know About and Are Working On:

-Yonten will not follow you around the scene

-Kreya doesn't appear in her own dialogue, and the dialogue box itself will not appear when you talk to her

-You can't actually change the various states of objects in the farming fields.

-Animations are STILL not appearing.


Features

-Dialogue Sequences with Yonten, Camellia, Kreya, and Jaero

-Free movement around the screens

-Town and Farm Areas

-Two sex scenes and 1 sprite sex scene

-Boss Battle, followed by credits.





:info:


Cloud Meadow is a hybrid farming sim dungeon crawler, where the player can choose the solitude of a quiet sky high farm or the rushing adrenaline of a raging battle inside abandoned ruins, both of which benefit one another.


Experience thrilling turn based combat versus a variety of enemies, using your own raised monsters, allies and an array of skills.


As you progress deeper into the game you will learn new abilities and allies as well as new items which will help you greatly in combat, you will be able to undertake quests from travelers to hunt down nefarious Sky Pirates and discover the root of all evils plaguing the world of Cloud Meadow.


Explore a shattered world, where civilization makes its place among the clouds atop floating islands. Explore dungeons filled with exotic plants and dangerous monsters to capture and return to your farm with.


Among the three major towns the player will be able to fully navigate through it to discover quests, new npcs , stories and the lore behind the game.



Farm to your hearts content and exchange your produce for goods and services, complete quests and raise your farms production!


Breed and discover a large variety of monsters whom you can breed with one another AND breed with!




Jeden Monat kommt eine aktuelle Version von Cloud Meadow

Every month a new version of Cloud Meadow


 
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Akeno

Ordenspriester
Alpha v1.02.2



Features
-Dialogue Sequences with Yonten, Camellia, Kreyton, and Jaero

-Free movement around the screens

-Town and Farm Areas, with one Interior

-Four sex scenes and 16 sprite sex scenes.

-Boss Battle, followed by credits.


Known Bugs

There's a few known bugs, specifically sometimes Kreyton's opening dialogue will be missing it's dialogue box, and there are still a few freezing errors involved with the combat.


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Akeno

Ordenspriester
Alpha v1.02.3b


Features
-Dialogue Sequences with Yonten, Camellia, Kreyton, and Jaero

-Free movement around the screens

-Town and Farm Areas, with one Interior

-Four sex scenes and 16 sprite sex scenes.

-Boss Battle, followed by credits.

-Massively reduced memory usage from previous builds.


Known Bugs

There's a few known bugs, specifically sometimes Kreyton's opening dialogue will be missing it's dialogue box, and there are still a few freezing errors involved with the combat, especially with Camellia's abilities.



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Akeno

Ordenspriester
Alpha v1.03.2



This month we have a brand new release. The adjustments we made are minor, but are laying the foundation for further releases. For one, we now have a save system ully fuctional. For another, we've got the foundations of an Inventory system enabled.
For the save system, there is a code embedded in each version you make. Our saves are not intended to be backwards compatible, not at this time, as such, the way the game currently works is that whenever we preform a significant version update (which will be every update for some time), it will delete all prior saves currently stored in the game. This is to prevent problems with save states, which can lock down the album and prevent access to it.

We have the Dog Sprite Sex scenes in, as well as the Farming Animations, and we have High Resolution animations for Evan x Harpy and Eve x Dog. Next month we should have both Evan x Dog and Evan x Centaur, and we can begin work on the Demon finally, and begin the next monster votes.

In this upcoming month we'll be seeking to finally begin expanding the story once again, adding several new characters, and revamping how you move around the town and interact with folks. The shop system is also something we're hoping to get functioning, and thus begin bootstrapping the economy in the game.


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Akeno

Ordenspriester
sry habe momentan bisschen was zu tun nachher oder morgen kommt der nächste build meinerseits ^^'[DOUBLEPOST=1486827021][/DOUBLEPOST]
Alpha_v1.04.1

So this month was hectic for everyone. Two of us had real life emergencies, but none of us took days off, as we felt it was too important to get this thing out. We sacrificed bug fixing time to do so, so please, if you guys encounter anything? As always, report it.



The big focus for this month was two fold. One, we've begun implementing the 'finalized' opening dialogue. Minor tweaks and such might still be incoming, but over all we're settling on character designs and getting folks written out. We've removed the hideous combat system we implemented in a hasty, caffenine fueled rush at A-Kon last August. The new one no longer crashes, and has the proper systems and equations implemented, to which we are super happy. Speed and turn order will be getting an overhaul as well. In addition to this, we now have Demon implemented.



To get to the combat, head to the barracks and head on in. Talk to Brontide, the dragon captain, and then head on down to the basement. You'll be able to do the fight down there.



Next month we'll be implementing a lot of quality of life stuff. Click-to-move and UI for what things are and are not interactible. The Party Stats menu interface. After that, we'll be implementing breeding and the Guild itself as an interface, as well as Essence Harvesting, finally booting up the last part of our ingame economy (excepting crafting of course). With those last changes made, we will be out of Alpha v1, and move onto Alpha v2.



Thank you so much for your support guys, and we cannot wait to finally be hitting this massive milestone where the base skeletal systems of the game are lain out and ready to go.



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Akeno

Ordenspriester
Alpha v1.04.2

Well, that was a month and a crazy one at that. While we didn't make the milestone we were aiming for this month we have done some quality of life fixes. The biggest one you guys will notice is that we should have a SERIOUS drop in resource usage now. Basically, the game should be much lighter on your system. Secondly, we've implemented click to move, but there are still some bugs. There's also the player stats window, and in battle, you'll be able to look at Brontide's and Goldra's as well.


Clicking on doors will enable you to transition between zones. Is should be noted there are bugs with this feature. There is currently an issue where the bounding box we use for the player character's movement will interfere with the ability to click on the doors. If it becomes too common of an issue, please tell us.



Part of the features we were unable to implement were the climax scenes for the dragons. The climax loops will be added at the earliest possible point that we can. In a similar vein, the $10.00 reward banner will be late this month as well. The reason for this is that we are working on the design for the website and the banner involved is larger than any other we have implemented to date. We wanted it to be the flag, as it were, of the website, much as our first HD banner was the flag of the Patreon. The website is still in progress. Bug fixes were also ignored for this month, again, due to the time constraints and shortness of the month.(edited)

Next month we'll be reorganizing our pipeline and will try to implement the actual breeding mechanics. That's right folks, you'll finally be able to make eggs with your monsters. Rather than have all the monsters given to you at the beginning, you'll now have to go find wild monsters out in the town and interact with them.




After that we'll be doing final tweaks, optimizations, and similar. After which, we can FINALLY begin moving onto Alpha v2 in May and with it, we'll implement dungeons, events, cooking, farm customization, and the actual storyline. Once Alpha v2 is done, we enter into beta which will mostly be storyline and mechanical expansion and optimization of the game.

Well, that was a month and a crazy one at that. While we didn't make the milestone we were aiming for this month we have done some quality of life fixes. The biggest one you guys will notice is that we should have a SERIOUS drop in resource usage now. Basically, the game should be much lighter on your system. Secondly, we've implemented click to move, but there are still some bugs. There's also the player stats window, and in battle, you'll be able to look at Brontide's and Goldra's as well.


Clicking on doors will enable you to transition between zones. Is should be noted there are bugs with this feature. There is currently an issue where the bounding box we use for the player character's movement will interfere with the ability to click on the doors. If it becomes too common of an issue, please tell us.



Part of the features we were unable to implement were the climax scenes for the dragons. The climax loops will be added at the earliest possible point that we can. In a similar vein, the $10.00 reward banner will be late this month as well. The reason for this is that we are working on the design for the website and the banner involved is larger than any other we have implemented to date. We wanted it to be the flag, as it were, of the website, much as our first HD banner was the flag of the Patreon. The website is still in progress. Bug fixes were also ignored for this month, again, due to the time constraints and shortness of the month.(edited)

Next month we'll be reorganizing our pipeline and will try to implement the actual breeding mechanics. That's right folks, you'll finally be able to make eggs with your monsters. Rather than have all the monsters given to you at the beginning, you'll now have to go find wild monsters out in the town and interact with them.




After that we'll be doing final tweaks, optimizations, and similar. After which, we can FINALLY begin moving onto Alpha v2 in May and with it, we'll implement dungeons, events, cooking, farm customization, and the actual storyline. Once Alpha v2 is done, we enter into beta which will mostly be storyline and mechanical expansion and optimization of the game.


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Akeno

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Alpha v1.04.4

So we're finally done with Alpha v1! This is it folks! The very core systems are all into the game, and we're ready to begin working on the next set of systems involving dungeons, item crafting, farming utilities, and the events! This next phase is gonna be pretty long.

This month we've fixed some critical bugs, overhauled the conversation system, and gotten the last snags out of the basis of the breeding system.


Getting to this point, we've learned an incredible amount. We've learned what our limits are in terms of speed and ability to get things done. We'll be announcing how this will effect development going forward tomorrow after some more internal discussion.


The changes this month are as follows:
- Lamia HD animations added to the gallery
- Overhauled the Dialogue System, a few bugs with name plates, but other than that all previous issues should now be solved.
- If you leave the farm while your monsters sleep/mate, they will now stay.
- Fixed a major bug where Camellia's event didn't trigger after visiting Jaero's shop
- Minor UI changes - Minor visual bugs fixed (wolf objects + Sex scenes)

Male monsters still don't have their sleeping animations involved when resting, and the gallery is unlocked when you enter the barn.

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Akeno

Ordenspriester


Alpha 2.01


You'll find that there's not a lot of bugs fixed from last release, due to the massive efforts we had to take to overcome rejiggering the entire game to support a time and calendar system. We've got a change log below explaining in more detail what's going on in this build, but you can look forward to time passing, days changing, and your character now using up energy on taking actions such as breeding and running. Eventually food will be able to be eaten to restore energy over the course of the day, but for now you gotta go to bed.

The cyclops has been enabled, though we're still seeing some serious bugs in some of the sex sprite animations. That'll be a major focus of our bug fixing efforts in the upcoming month, and we're also going to lay down some of the back end for getting stuff procedurally placed on dungeon maps. For the time being the Dungeon you can run around and explore has no encounters, no interaction except to return to Cloverton. This is going to be a long, involved process, where we steadily test out various methods of getting dungeons functioning and working in a fashion close to what we originally envisioned.

Change Log

UI
Clock: Shows the current season and time of the day pictographically. It also shows player's health and energy bars.

Small Bug Fixes
Dialogue nameplate shouldn't be white now

Dialogue
New dialogues and events can be found in Cloverton and farm

Dungeons
Dungeon layout and transport test

Gameplay
New in-game time system:




    • Every time related action now runs using a new time r can't system
    • If you stay up untill late you will fall asleep and be transported to your bedroom
    • Affects monsters, crops and the player
    • Monster are always on the barn doing whatever they are doing (very buggy visuals :S)
Energy system:




    • Each farm action (interacting with the field or monsters) will consume energy.
    • Sleeping recovers energy.
Walking and Running Speed increased.

Music
2 new music themes replace the old songs played (Default volume reduced too)

Known Bugs

While pretty much anything you reported last time is already known, the big ones you'll still encounter are as follows




    • Tons of corrupted scenes in the gallery. We're trying to work on fixing this. If we can't get it done by the end of the week we'll do a dump to our patrons of a zip containing .gifs of all the animations.
    • Seed Stacks for the purposes of buying and selling are bugged very badly.
    • Occasionally the skybox for the Dungeon will be very small. Please please please if you trigger this one give us as much information on your system specs, OS, the settings you ran the game on, as you can as we've got no idea why this one is happening given it's happening so inconsistently.


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Akeno

Ordenspriester
Alpha 2.01.2

There's not a lot going on this month, we decided to focus entirely on fixing bugs that had built up systemically from the previous builds. Wilson has been helping us the last few days tighten up some systems, and will also be helping lay down the ground work for future things.

With that in mind, the following things have been fixed up in the build.

1) The Time system is now functioning exactly as intended, with time passing properly over the course of each day, from 7:00AM to 3:00AM

2) The Breeding System had several massive errors involving how eggs were being laid, when they were being laid, and how they functioned. Now, that should all be fixed. When you breed or milk a monster, they will sleep for the rest of the day, unable to be used for anything else. Pregnant monsters will continue to sleep for the entire next day, and then give you an egg the next morning. Eggs take 20 in game hours to hatch, but if you sleep, the difference in time between when you go to bed and the next morning will be subtracted from the Eggs' growth.

3) Crops should finally be growing properly. Each night they will grow by a stage from planted, to sprout, to growing, to harvestable, and finally to withered. Each day you will have to water them, if they are not watered, then they will wither. Eventually there will be systems in place to make it so that if you over water a plant, it will wither as well. Make sure to water your plants each and every day!

4) The action point system has been adjusted, all farming actions cost 1 point, you still have 100 points that are replenished each night you sleep.

5) You can now buy, and sell, more than one item at a time.

Finally, in the known bugs. While all of the HD scenes appear to be fine for the moment, the game is riddled with other bugs. The issue lies in how the game imports information. We've got way too much in the way of pretty visual data, and we're going to have to do a workaround. The following is a message from Wilson Wobbletop, our original programmer and Unity wiz, who is helping us nail this issue, we expect to have it fixed by next Wednesday at the latest.

~Judge Heath
-----------

Hello! As you may have noticed, in previous builds including the current one, multiple sprites have been corrupted. This is an issue we've been fighting with as of late, but don't fret, a fix is on the way! By this upcoming Wednesday we will hopefully have alleviated these sprite corruption issues.

In simple terms, the reason for these corruption issues stems from the way we are loading our dynamic assets, namely, the UI dialogue sprites, and the animations. During the build process, these are all packed into a single very large file. This file is currently exceeding 4gb, the maximum amount of memory that can be accessed at one time. When a sprite is packed beyond the 4gb gap, Unity can load garbage data instead. This is what you see with these corrupted sprites.

Our fix concerns both the large file size and the way we load assets. We will be replacing this single file with a few smaller AssetBundles. To the user, this SHOULD change nothing. As we can't avoid having such large files with the quality and quantity of our sprites, the overall file size will remain the same. Even from the beginning of the project, this has been an issue we've had in the back of our minds. Hopefully with this fix, we will alleviate any and all issues having to do with loading our files.

~Wilson Wobbletop

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Oloz

Ungläubiger
Ich hoffe du hast nichts dagegen aber könntest du demnächst auch die Album Codes mit dazu posten?
Wäre echt cool, danke!:hot:
 

Akeno

Ordenspriester
Alpha v.2.01.3

So, this month is big big big in changes. KodexKommander has really proven himself with sorting out the bugs in the Combat system, and adding the proper animations. They're still rough, but I think you'll all agree they look fantastic compared to what we had before! Make sure to try out the ability to assemble a party by going to the bell in the arena and ringing it a second time!

As a parting gift, Alniarez has set up the entirety of the random map generation system, and handed off the reigns to KodexKommander. Now then dungeon randomly assembles itself, then remembers what was supposed to be there.

Finally, while the Yonten HD Animations have been completed, a slight miscommunication between Alniarez and KodexKommander means we're having trouble getting them implemented within a span of time we're comfortable delaying the release by. We'll be updating with a Hotfix tomorrow, or on the 2nd at the very latest, to include the Yonten animations into the album.

In the upcoming month, we'll be adding the basics of dungeon events, as well as more combat stuff, and hopefully combat encounters on the islands themselves. Further, we'll be implementing the dragon HD scenes, and the month after that, begin a major effort to tackle sprite scenes, especially combat stuff we'll need for the island combat stuff.

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Akeno

Ordenspriester
Alpha v.2.01.34 (Hotfixed version)

This is possibly the biggest update we've had in a long time. The vast majority of the dungeon system is now lain out, and next month we're beginning work on the breeding and monster stat improvement systems. From there it's time to begin work on the farm proper, including such features as crafting, expansion, and building of structures.

To get to the meat and bones of what this build adds, once you have slept inside your farm house for the first time, head on over to the docks, interact with the Map, and then click on the little island directly north of Cloverton's mark. From there, walk onto your manta-ray vessel, the RayFarer, and then get down to exploring! The system is not at all balanced as of this moment, fights can be ridiculously hard, or stupidly easy depending on your party composition right now, we're going to be tweaking the numbers and making things better as we go forward and all the core systems are in place.

Not much else to talk about, there's new Dragon HD art, though the Eve x MDragon climax loop is not complete and will be added later in the month. Once it's completed we'll be devoting the rest of the month to catching up on Sprite Art, and possibly part of next month depending on how things work out.

Have a look at our patch notes for this build:

Features



    • Dungeon Events
      -Various events are now placed, and many of them are now interactive, giving rewards, dialogue, and similar.
    • Dungeon Combat
      -Monsters and Pirates will now spawn on the island, and can be fought.
    • Combat Rewards
      -You can get seeds and eggs from combat, as well as Koronas and Experience.
      Note: the training hall grants no rewards past the first grinder
      fight.
    • Player Leveling
      -Combat now grants experience, and when you level up, you can spend points on advancing your characters’ stats by clicking on the + symbol besides each stat in the party screen.
    • Items and Equipment system added for player and party.
      -You can now equip items for various bonus while farming or in combat. These can be obtained either from Yonten’s shop or in Dungeons.
    • Dungeon Clutter
      -Dungeons now look less barren, they now have rocks, trees, flowers, etc...
    • Added a Simple Quest Log System
      -Some simple quests to lead you up to the first dungeon the side quests can be helpful for getting your bearings. This will be improved upon in future updates.

Note: Entering the dungeon is now done by going to the map in the boarding station picking a destination, picking your party, and then entering the the RayFarer.

Scenes



    • Added Evan X Dragon Loop & Climax
    • Added Eve X Dragon Loop

Combat



    • 6 New enemies to fight in dungeons and the training grounds (Some animations missing).

Sound & Music



    • Added Music to the Savannah Dungeon.
    • Added a victory jingle.

QoL
General quality of life improvements to usability and UI



    • Farming Buttons are more context sensitive.
      -You will no longer see a button for an action you cannot perform.
    • Added an desktop icon for the game.
    • Now possible to get seeds from farming.
    • Monsters do not change positions everything time some of them go for the sex.
    • Run Speed Increased from 1.75 to 2.5
    • Doors can now be interacted with (Right click or Enter key) when the arrow turns yellow.
    • When having no seed selected it now tells you to go to the seed box to select a seed.

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Akeno

Ordenspriester
ja schaffe es leider nicht vor morgen zu updaten Q_Q
<----- momentan in Prüfungsstress : /

mfg Akeno[DOUBLEPOST=1509640118][/DOUBLEPOST]
Alpha V2.02.2

Additions

  • Added 19 monsters are available.
    Some things to note:
    -Most monsters are not available for combat.
    -The majority of sprite sex scenes are missing. (Added a temp sex)
    -There are sleeping animations missing. (Added a temp sleeping)
    -HDs for some monsters are missing.
  • All Essence Cells are now obtainable.
  • Added the Essence Cells market.
    -Where you can go buy and sell essence for below or above market value. So to the guild hall and talk to the tall guy to access the interface.
  • Added a second level to the barn adding another 10 slots for monsters!
    -Larger monsters(Centaurs, Dragons, Cyclops) prefer the second floor.
  • Added the ability to buy and sell monsters.
    some things to note:
    -The longer you have a monster the more it is worth up to 1 year.
    -This means your monster are worthless when you first get them.
  • The barn no longer unlocks all scenes in the album, you now to:
    -All Monster X Monster scenes are unlocked by pairing them.
    -Player X Monster scenes are unlocked by pairing with the monster as Evan or Eve.(It will unlock the scene for both characters so no need for two playthroughs as each character)
    -Player X NPC such as Yonten is unlocked by talking to Yonten for now. (same rules for player X monster apply for unlocking for both genders)
    -Any other scenes not found during the course of gameplay are unlocking by heading out to the dungeon.
  • Added 5 new NPC sprite sex scenes, 1 of these scenes can be found while exploring cloverton.
  • Added 19 new sprite sex animations for monster pairings
    -Female Lamia
    -Male Cyclops
  • Some rooms and houses have been unlocked for you go to into.
  • Added new loading screen images, there are now 7.
  • Added some combat animations to the Big and Small Pirate enemies.
Changes

  • Updated The album to improve usability.
  • Updated fonts
  • Updated all UI elements with minor changes
  • Reduce game file size from ~8GB to ~6GB
  • Music now smoothly transitions from song to song instead of stopping and starting.
  • Replace the help screen on the main menu with an in-game help screen that is more location sensitive information. (There will be more tutorial content) (If it lacking in any subject or information let us know and we’ll improve it over time)
  • Redid the backbone for dialogue to give us more control of the flow of dialogue. Also skip has changed a bit.
Fixes

  • The “Reset” code is no longer cap sensitive.
  • Some seeds not being able to be stacked.
  • Questlog poorly positioned in fullscreen
  • Fixed some crops not working
  • Fixed Holstaur eggs not working
  • Fixed a bug where all audio clips were loaded into RAM.
  • Fixed a bug where the victory music wouldn’t stop playing after combat.
  • Fixed a bug causing the wrong song to play on the main menu.
  • Fixed a bug causing the mouse cursor to stay as a crosshair after combat.
  • Fixed a bug where gay sex was not giving more essence
  • Fixed a bug causing a pylon blocking a jump point in the dungeon.
  • Fixed a bug where the dialogue window acted as if it had scrollbars.
  • Fixed some items not removing themselves from RAM.

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