State of the Code: April 2023
Next Update News from lead programmer Ursa Senior
Welcome back again farmers, for another round of news coming-up in Cloud Meadow's world
We've expanded our team - two more developers!
The last couple of months have honestly been hectic, and hopefully this will be remembered as the darkest point in the project's development
Between core staff leaving unexpectedly, illness & overwork, we have persevered to bring you the next major update - in full - albeit later than expected
However the silver lining to lapsing on our short-term goals is that we've achieved the best outcome for mid- and long-term goals!
We welcome two new full-time developers to Team Nimbus; Norimoo & Neuropa!
Both developers are experienced professional Unity3D/C# game programmers with a solid history and real commercial experience bringing Unity games through to completion
We hope you can welcome them on their journey with Team Nimbus and bringing Cloud Meadow to full release by our early 2025 launch target
If you missed the launch date memo, please revisit our previous announcement for details
What else are you working on? How about...
Here's what you can expect in the upcoming Monster Migration update:
New enemy combat units
8 new wild enemy monsters will roam the wild lands outside of town
The next major update after Brownie Caravan new enemy Wolf & Holstaur units
Monster migration system
Introducing a bit more variation & replayability to the Savannah - instead of the dungeon 'resetting' unexpectedly, wild enemy monsters will migrate in and out based on a calendar cycle
This will allow the new enemy types to be found in the existing dungeons from time to time, also offering different loot drops and a way to gather different essences & eggs
Will be used to introduce new enemy monsters when those are integrated later
Enables us to extend this system in the future, with more ways to change the dungeon between migration cycles
Combat ability ranks
One of the benefits to leveling-up characters is not just the permanent stats gain, but also the option to rank-up the unit's skills
This content will allow the player to max out each ability at 15 ranks for combat NPCs and party Monsters
Each rank permanently adds extra power, duration or special extra effects to an ability's behavior
Dungeon Fast travel
No more need to painfully revisit every floor en route to a specific part of the Savannah - we will be adding curios to some dungeon floors that thorough explorers can use as a quick-travel point!
Overhaul for dungeon visuals
Most players have definitely noticed some issues with sprite layering in the dungeons
We know - this is something we've known about basically since they were created, but has been a pretty low priority to revise until now
Tro's Lab, Savannah F1, F2 & F3 will receive some visual updates to bring them up to standard for our newer dungeon floors
These floors and others may revise the level flow to improve navigation
More work behind-the-scenes:
Integrating HD sex scenes & their questlines
Town NPCs Minerva & Kellam have new HD sex scenes, with the animations for these are in various stages of near-completion
We're in the process of designing a series of quest objectives leading to matchmaker-style date sequences
The goal of these is to enable the player to get to know these characters more, gain their trust, take them out on a date, romance and bed them!
Way more town NPC dialogue
You ever noticed how one of the first things you can do after arriving in Cloverton is talk to almost everyone - once and only once?
It's been our biggest shame that the Cloverton area is filled with NPCs who offer almost nothing - so we're going to bring the town to life
Town NPCs will have a wealth of dialogue, commenting on everything from the player's storyline progress, seasonal events, weather and more
This plus more plans are slated for Katarina station; we aim to turn this walk-through town into a bustling quest hub for dungeoneers in the future. Stay tuned
Way more emotive dialogue
One of the dialogue improvements showcased in the Brownie Caravan update is the addition of player & NPC expressions
Characters in dialogue will show joy, fear, sadness, arousal and more
Since this is a new feature, we will be adding it to newer dialogue sequences going forward
Revising existing dialogue to include these expressions will take a lot longer and is lower-priority task for now
We hope this makes reading dialogue more enjoyable for casual players & loremasters alike
If you have any questions we are always readily available in the following places:
Introduce yourself, discuss the game or send bug reports directly under the eyes of developers - in our very own Discord [ https://discord.gg/cloudmeadow ]
Drop in on our Livestream where Artists, animators & programmers work daily on Piczel [ https://piczel.tv/watch/Spurple ]
Comments (4)
Is there going to be work on more sex scenes with male versions of female scenes and vice versa as in some variety in what happens. Though it seems a tall order given the amount of work it seems to have taken to get this far. Anyway good work!
Neex explain, so 2$ have the full game with NO sex ?
will this also be updated on steam?
Glad your team is expanding and welcome Norimoo & Neuropa to your amazing team! I am sure they will be of great help to you and become part of your family.
