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On the Recent Suspension
We had a momentary hiccup in our Patreon that some of you may have noticed earlier. Due to certain changes in Patreon's enforcement and definitions of allowed content we had to purge some of our forward facing content and patreon posts. This hasn't impacted the game content or our plans for it, just
Jun 6, 2024 0
Updates to the Team Structure!
Judge Heath here! Today I'm happy to announce that we've hired our two new team members to hopefully assist in getting the team back on track after the rough year that was 2023! As you all know, 2023 was a bit of a ringer for us, with massive turn over in the group involving losing various members o
Jan 16, 2024 0 2
Next Update News from lead programmer Ursa Senior
Long overdue - we've got some things to share! The Summer Update pt 2 Development of the major Summer Update has now concluded Beta branch release is playable now for those who want to get involved in playtesting & feedback Steam general release will be ready in a week or more - just for stability &
Sep 22, 2023 0 19
State of the Code: Summer 2023
Next Update News from lead programmer Ursa Senior We hope you're enjoying the first Summer Update! This update adds 8 new enemy units, new dungeon travel features, new visuals and a wealth of improvements. We are happy to announce our commitment to another four (4) HD sex scenes We can now confirm t
Jul 6, 2023 0 16
Norimoo and Neuropa Art
Just putting this out there for funsies!
May 18, 2023 0 2
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
Apr 27, 2023 0 10
State of the Game: March 2023
Next Update News from lead programmer Ursa Senior Welcome back again farmers, for my first (albeit late) post of 2023 - we have some announcements to make We're opening a Steam Beta branch We want to keep the game as stable as possible - meaning no crashes, bugs, quirks or unexpected behaviour - by
Mar 3, 2023 0 2
Next Update News from lead programmer Ursa Senior
Hello again farmers! What's been happening since the previous major update? With 0.1.3.1b as our last update for the year, we've slipped in a fully revised dialogue system - though you may only notice some UI changes or different behaviors - as well as a better, more expansive Jobs Board system on t
Dec 28, 2022 0 10
Next Update News from lead programmer Ursa Senior
Hello again, farmers If you missed my last post, go read it now! I covered: What's coming in the next Savannah dungeon floor update Hints on an entirely new dungeon zone Talk about improvements, fixes, major story events and more Preview images inside Link on Steam: [ https://store.steampowered.com/
Aug 10, 2022 0 8
Here's what's coming to Cloud Meadow
Next Update News from lead programmer Ursa Senior Hello farmers, and a bold welcome to everyone who joined us from the Steam sale. I hope you are enjoying the new Royal Matchmaker event - and if you haven't found it yet, all you have to do is enter the town between 15th and 21st of Spring (in-game t
Jul 1, 2022 0 9
New Year's Devlog: What we did in 2021, and What we plan for 2022
Happy New Year, I’m Dwarf2500, from the programming team, here to share a progress and plans update. First off, let’s take a look back over the last year! (or just skip to 2022 to see what’s coming up) Winter 2021 A year ago we were still in the middle of addressing major stability issues. It had be
Jan 3, 2022 0 2
A New Roadmap
Hey everyone! Judge Heath here with a little change to how we intend to help inform you on progress of the game! The old road map, between various changes in goals and the realities of development, had gotten so out dated as to become more of a malady than a proper method of telling all of you what
Aug 5, 2021 0 2
WIP: Level Design Document
A glimpse of how we go about designing our levels once the art is complete, this of Floor 6
Jan 27, 2021 0 2
WIP: Evolution of Foliage Making
Dec 30, 2020 0 2
Looking for a New Writer
Team Nimbus is looking for a second part time writer for this project. Pay will be 18.00 an hour, to a maximum of 1500 a month. We need someone who is experienced with erodev and game writing projects, with those who have a portfolio of RPG or Visual Novel games taking priority. The job will primari
Oct 6, 2020 0
WIP: Level Rendering Process with Savannah Floor 8
Aug 28, 2020 0 2
WIP: History of the Megalon Forest
The second dungeon, and the one that has been the hardest to design in many ways. It started as a single giant tree, with a set of large branches we could line up as procedural dungeon generation pieces. Then Spurple experimented with having each level be focused around multiple trees, finally, each
Jun 1, 2020 0 2
Development of Cloud Meadow Time Lapse
Judge Heath here, Ursa Senior has made a wonderful visualization of how our git repository has expanded, changed, and the entire project has morphed and transformed over time. Personally I love how you can literally watch as new systems are added, then parred down and optimized over the lifetime of
Jan 6, 2020 0 2
WIP: Dungeon Redesign
So recently we've come to the conclusion that how we approached dungeons was simply not working, and trying to force it to work was just not going to ever function properly. We had to step back and seriously consider to what degree we needed to redesign things. That lead us to an experiment. Spurple
Sep 6, 2019 0 2
WIP: The Gameplay Loop
The gameplay loop is a pretty big deal and something that we've been working steadily to refine. We have to go back and forth a lot in our development of the project, swapping from farming, to fighting, and back again. Each system is meant to be self supporting in it's way, with the player using the
Jul 10, 2019 0 2
Quality of Life Systems: Preferences
A lot of games of our type offer the ability to pick what content the player will encounter, and that's part of our goal here. These symbols, when paired in a new options menu we'll be added, will allow you to filter what sorts of scenes will play in the game for you. If a specific pairing isn't che
Dec 17, 2018 0 1
Story System Refactor Completed
Kodex just finished up the story system refactoring, covering how dialogue is handled, with this done, it should be far less common to run into story related bugs as we go forward, barring the usual typos and weird things that nobody can ever explain. With this, we have completed 3 out of 15 total s
Dec 11, 2018 0
WIP Art: The Dungeon Refactor
We're working hard on implementing the forest tiles, a process that is tedious but necessary in that it involves blocking out the walkable areas manually. This process is going to be necessary no matter how we set things up, which is why we can safely add in the tiles without worrying about extendin
Sep 20, 2018 0 2
State of the Code: June 2018
Hey all, KodexKommander here to give a bit of a short term roadmap and some details of various topics on the progress of gameplay development in the coming month. With bug fixing wrapping up for the month, it is time for me to join Ursa on working on this month’s features. Here are some highlights f
Jun 12, 2018 0
Art: Fio's Club Shooter WIP
This month, as we race towards beta and seek to implement the full set of monsters and party members, we're messing a bit with our normal order of filling things in. Rather than doing fully complete animations, we're putting in the skeletons for anybody who isn't ready to go into the game yet. This
May 10, 2018 0 1
Art Sample: The Evolution of an Inn
When we were first making the game, the inn was one of the first buildings we designed, and went through several iterations. We knew we wanted an inn, and we knew where we wanted the inn to go, but we were still figuring out the color pallet and aesthetic for the town. Early on the Inn was a more ad
Apr 10, 2018 0 2
Alpha v2 Development Cycle
An illustrated guide of what we outlined in this post earlier
Jun 1, 2017 0 2
Art Sample: SFW Demoness (Also some news)
Here's the final Demoness who will be getting her animations next month. We've come to a decision on somethings, we're woefully behind on certain aspects, and so we're going to start alternating development each month on animations until we can push forward again. There are 6 NPCs we feel we -must-
May 31, 2017 0 2
Alpha v2 Dev Cycle Plan
Judge Heath here, with a little bit about what the future holds for Cloud Meadow. So here we want to describe our plans going forward for development of the game in the upcoming months and year. Alpha v2 is where things should really start kicking off, and like Alpha v1, it's broken up into 4 stages
Apr 3, 2017 0
How we go about things, Alpha v2 in May (Hopefully)
Judge Heath here, and this is a little bit of a postmortem and explanation about how we've been going about things so far in the development of the game. I plan on doing a full postmortem at the end of Alpha v1. The future plans for the dev cycle I'll be posting shortly. Well we are nearing the end
Apr 3, 2017 0
Art Sample: Random Events
So when adventuring in dungeons, you will find that there are things that happen seemingly at random, special places, special items, special people who pop up and give you a chance to interact with them beyond just harvesting materials or beating up monsters (though they might grant additional oppor
Nov 18, 2016 0 2
Development Cycle Alpha v1 Update, Alpha v2 preview
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958 Current Patron Build:https://www.patreon.com/posts/hotfix-alpha-v1-6749359 Judge Heath here, Alright guys, thought you'd like to know how things are going to be working for the next few days. We'll soon be moving onto Alpha
Sep 12, 2016 0 2
Lessons Learned
Current Public Build:https://www.patreon.com/posts/public-release-3-6658958 Current Patron Build: https://www.patreon.com/posts/alpha-v1-02-1-6658752 Judge Heath Here, and here I wanted to talk to you guys about some more changes we'll be implementing to how we do things here at Team Nimbus. This la
Sep 2, 2016 0
Update Schedule
Aug 12, 2016 0
The Ideal World Plan
Or as I call it when I'm not being idealistic: "The Pie in the Sky Plan." Judge Heath here, This is a post about wild dreams, insane ideas, and stuff we simply cannot promise that we can deliver on. It is the 'oh hey, everything went exactly right, somehow the entire team reached enlightenment and n
Jul 21, 2016 0 1
The Game Plan
Judge Heath here, A lot of you folks have been asking questions of us, and we've been hesitant to answer some of them except in a private manner for some time now, due to not having a clear idea of how much we'll be able to deliver on. That said, I feel that we need to address some of these question
Jul 20, 2016 0
Mechanics of Cloud Meadow v0.1
In this post I shall describe briefly some but not all of mechanics and how the various systems will interact with the players world. [picture of people talking ] [picture of many people talking] The very first feature of the game is a dialogue system, which features up to 4 characters active on scr
Jul 16, 2016 0 11
The first development cycle of Cloud Meadow
1) First stage is basic functionality for the movement, dialogue, and combat systems. It also includes making the main town navigable. 2) Next stage is the farm, this one will take some of the most work, as it'll involve monster breeding, item farming, and other basic functions of the farm. 3) Is wh
Jul 16, 2016 0 1

