BattleJuice Alchemist cover
BattleJuice Alchemist screenshot
Genre: Indie

BattleJuice Alchemist

DevLog: Making New Creatures

Hey folks,

this week I'd like to take you on a deep dive of how Patrick and I created a new enemy for BattleJuice Alchemist. Although I enjoyed being a solo dev a lot, I love working collaboratively like this. But this brings the challenge to establish pipelines and workflows as a team, where ideally everybody does what they are best at. So let me tell you how this little raven fella came into existence!



Patrick is an illustrator and animator by trade and has been helping me out for years before joining on a permanent basis now. He helped ironing out our art bible, so I did not need to explain to him any details of our guidelines and what we go for thematically and visually. I thought it best to make the skeleton and animations for our new winged enemy type myself, because Patrick does not work with them inside Unreal like I do. I wanted to get this done quickly without a lot of tinkering, so I asked Patrick to make a concept for our general bird skeleton. He came up with this within a few hours:



You can't imagine how much time this saved me. I am not good at visualizing concepts so I usually go into 3D right away and this sometimes turns out to not be very time efficient. But with Patrick's concept, I was able to create our bird skeleton really quick.



I then made the animations while Patrick started making the 3D model for the raven. As you can see, the bones in the skeleton are not bones as you would usually shape them for a flying creature: You would usually only make the bones of the wings, not the wing itself (a bit like Patrick illustrated them in green in his concept). I shaped the bones like full wings to be able to see how they overlap due to our segmented style.



In BattleJuice Alchemist we do not skin our characters, we segment them into individual pieces. This is not just an economic decision, but also because we are nostalgic for this art style. I asked Patrick if he wanted to say something about this...

"I’m a big fan of highly stylized game looks. Also working with segmented low poly characters, hand-drawn textures and cel shading creates unique design challenges.

For instance, imagine you’re trying to draw a classic cartoon chracter but it has multiple demon forms and was just frozen and shattered. Now you’re searching for pieces - wait which head is this or is it an arm? Will this edge be cel shaded or do I draw this outline myself? And remember, squares are divine and green is for demons! Well, working on BJA designs almost feels like ritual magic and I’m loving it."


In case you are wondering, he is referring to our color palette here, which does not allow the color green in any type or form ;) So Patrick made our raven model and textures and also designed the mutated variations.



I really like how everything came together and had a blast working on this. The raven is a very simple creature and I am sure you will be blown away with the more complex characters Patrick is currently designing.

This devlog has become long enough so I have to end it now. Have a great weekend everyone!

Alain

REMEDIUM: Sentinels is exiting Early Access on July 18th!

Attention! Attention! REMEDIUM: Sentinels, a dark survival game with roguelite elements, is exiting Early Access on July 18th (15:00 UTC / 17:00 CEST / 8:00 PST) and diving into battle armed with alchemical weapons, fully supported on the Steam Deck (Steam Deck Verified)!

Set in the universe of REMEDIUM’s post-apocalyptic Renaissance, more than one hundred years have passed since the initial onslaught of the calamitous Grey Plague, which decimated a once-flourishing continent. Among the few remaining humans, brave scientists funneled their resources into constructing mankind’s last hope, the Sentinels - gargantuan metallic golems born of technological advancement and mysterious alchemy.

As one of the few remaining Sentinels, rise as humanity’s last line of defense, taking on endless hordes of infected mutants until the reactor runs out of power. Wield an expanded arsenal of automatic, alchemy-based weapons and unleash devastating attacks upon swarms of plague-ridden beasts and bosses. Clear maps while collecting glowing Prime Matter and resources to upgrade guns, projectiles, and defenses.

Find a fitting balance of weapon and force fields for all 8 Sentinels to prepare for the monstrosities that lie ahead. Match the machines with optimal offensive and defensive armaments and elemental upgrades to reach each Sentinel’s fullest potential and improve survival time with every run.

Join BattleJuice Alchemist on Games Germany Steam event!

We are thrilled to announce that BattleJuice Alchemist is participating in the Games Germany Steam event! Join us for an exciting stream and don't forget to add the game to your wishlist for the latest updates and news.

DevLog: We won the award for Best Visual Art at DevGamm!

Hey folks,

I am super proud to tell you that BattleJuice Alchemist won the award for Best Visual Art at DevGamm Vilnius 2023. For those of you who are not familiar with it, DevGAMM was born in the Ukraine in 2008 and has been uniting game industry professionals from Eastern Europe and beyond for over 15 years now. Each conference features multiple networking opportunities, great speakers, and new games from all over the world.

Having taken part in DevGamm last year, I would have loved to go there this year in person myself. But although I could not make it, our producer Alex from ESDigital went and represented us and our game very honorably. We had a booth there where players could play BattleJuice Alchemist:



I still have to debrief Alex whether any hardware was destroyed out of frustration or if everything went smoothly.

We already knew BattleJuice Alchemist was nominated for the Best Visual Art award, but we were not expecting to actually win.



The visual style of our game has always resonated quite well with people when I posted about it, but about two years ago, it was still quite rough around the edges (literally, the lines were way too rough). I think we could never have won a visual art award, if it wasn't for our art director Felix and our 2D/3D artist Patrick, who ironed out our art bible with me and made essential changes so the game could look how it does today.

So everyone here at Alchemical Works and ESDigital is very proud Alex can bring home this heavy beast of a trophy.



Thank you for reading! In our next bi-weekly devlog I'll return to normal and tell you more about what we are currently working on inside the game.

Alain

DevLog: Playing with Power!

Hey folks,

as you may know our base-building system has been a big addition to the game and it is by far not just a cosmetic feature. I never talked about many of its intricacies, so let's take a look at the power system today!

There are devices that consume and others that generate power. There are different types of power and they are visualized by power cubes. For example, this physical generator here outputs one physical power cube:



The cube tells you that in this designated field you can place a device that consumes physical power and it will be powered. Aside from power and gold there is another resource that you need to manage when planing your base: space. Especially in higher tiers you may want to relocate power. That's where relays come into play.



This can be especially handy when building a multi-floor setup. You could place your power generators upstairs, so they take up less your precious ground floor space.



But in case you decide to have them on the ground floor anyway and are a neat freak like me, please make sure to tuck away those relays under the floor ;)



That's all for today, stay tuned for more BattleJuice Alchemist goodness and thank you for your support!

Alain

DevLog: Translating an RPG is hard

Hey folks,

I have recently been working on the translation system for BattleJuice Alchemist. And surprisingly I found this to be quite a fun task to work on. Seriously! In software development there is a lot of talk of localization, internationalization and also globalization. I don't want to get in technicalities here, but just talk about some interesting stuff, so let's dive in.

First of all, what we are currently working on is the translation of actual language. This means, we are not e.g. switching visual assets for certain regions. So the basic feature here is that you can switch the language like so:



What we do first is to create a German translation, because it is the native language of our team. Further versions will be made by our publisher ESDigital. The game will come out in quite a lot of languages, but I don't want to say anything final yet.



The first challenges we have to overcome are the obvious ones: In some places you have to dynamically size the font to make the text fit a button, in others, you can implement a scrollable box or find different solutions to accommodate for varying text lengths. BattleJuice Alchemist as a complex RPG is quite heavy on the UI side, so this is a lot of work. And there is actually quite a lot of text. Every word that needs to be translated literally costs money. If the word "level" shows up in 50 places, you don't want a translator to charge you for 50 words, but 1. So you create string tables for words that are used more often, so they only pop up once in the sheet of text to be translated.

All in all I found Unreal's localization system to be super easy to work with. I was able to set up the system and provide our team member Jan with a .PO file that he then could use to make a first test translation in German. We are using a tool called Poedit that runs on the DeepL and therefore often gives you perfect pre-translations out of the box. But it is not perfect. I asked Jan to tell me about the challenges a bit, here is what he said:

When translating with Poedit, I still found there is the need to focus heavily on individual letters instead of broad meanings. Everybody knows the example with that txet taht is rdaelabe if you just scan the context. That does not cut it when checking AI-translations and made me squint my eyes every now and then. For example, strangely, "damage" was translated into "dSchaden" every time, with the "d" being utterly wrong.

We obviously had to check for possible misunderstandings. "Flask" most often got translated as "Kolben", which is technically right, but only in the context of chemistry. That would be fine in the game itself, but not when it comes to a German speaking player base, where "Kolben" would most likely be associated with the "piston" of a car engine.

An ongoing challenge is to make the German text smooth. "Frog Hop Flask", three short words, could be translated as and combined into "Froschhüpfflasche", a one word monster. The German eye stumbles over the double h, each belonging to a different noun. And then the same thing is happening to the double f...


The challenges I myself faced so far were more of dealing with the crimes I had committed in the past. I had to deal with technical debt when e.g. rewriting systems that were lazily relying on comparing text. Very simply put, the computer couldn't say if an item is a "sword" when looking at its name, because it is now called a "Schwert", because we are in a German translation.

This devlog has become a lot longer than I planned, so I'll just stop here. Just one thing I discovered and found really funny is that Unreal lets you localize your game for a LOT of cultures ;)



Let me know if you have questions or own struggles with translations, I like to chat about this stuff ;)

Have a great weekend!

Alain

Hotfix 0.24403

Enemies
- Tweaked Pumpkin Demon's attack pattern in tutorial level to teach close combat mechanic better.

Various
- Fixed the player's chest showing the wrong name when hovered.

World
- Fixed an issue with treasure chest texture.

Hotfix 0.24402

0.24402

Player
- Fixed character sheet showing wrong name of class when switching characters.

World
- Fixed a bug where the game would load the wrong world data for a character.



0.24401

Important
- Options will be reset upon updating to this version.
- Changed the way dialogs are saved. This might cause unexpected behavior savegames from previous versions.

Items
- Item Grade for Blueprints not showing anymore, because Blueprints have no Grade.
- Items with an alchemical affix now have marked icons in the inventory and a special detail hover info.

Player
- Fixed a problem where ritual fire menu would not open when player reaches it after clicking it.
- Fixed player sometimes not dashing correctly on slopes.
- Fixed a bug where the second character created in a session wrongly loaded the data for picked up quest items from the first.

Enemies
- Enemies cannot be cheesed anymore by the player hinding in a safe area and attacking from there: enemies will leave.
- Fixed a bug where enemies could be seen although shown on map.

NPCs
- Slightly increased Plato's attack cooldown.

Various
- Added settings for dialog volume. Note that this is only relevant for the intro cinematic at the moment.
- Changed savegame structure for rituals cast, might reset old characters rituals cast list.
- Compass rotating with camera set to ON by default.
- Added a button to open the level map to the compass.
- Added a hint system for quests. Every quest now has a "hint" button that gives you a step by step guide through the quest.

DevLog: Getting the Band Together

Hey folks,

this week we have some celebrating to do!

For over a year while working on the game itself, I worked on biz dev opportunities to get funding for BattleJuice Alchemist off the ground. It was a lot of work, but now it is done. First, I secured Media Funding Rhineland Palatinate, which is funding from the state I live in. Then I applied and received the German Federal Funding for Video Games. Both are amazing privileges I am incredibly thankful for.



And, last but not least, I found a great publisher who believes in my vision and allows me to even expand the scope and polish of BattleJuice Alchemist: ESDigital Games. Here comes a picture of their team and mine together:



As you can see, not everybody could be at the celebration in person, which is why our Swiss Army knife Patrick created these BattleJuice Alchemist-style portraits, so they could be in the photo. During the course of development, I will be supported by Jan, who does QA and helps with game design, Patrick, who does 2D/3D art, Dominik, who will work on music with me, and Rebecca, my agent from DDM, who will continue helping me with biz dev.

The guys from ESDigital have been doing what they do for over 25 years on a variety of games. They have multiple titles in their portfolio that are similar to BattleJuice Alchemist, such as Remedium by Sobaka Studio. In this gif you might see the similarities ;)



I love the hyper stylized look of many of ESD's games and feel like BattleJuice Alchemist has found a great home. The team and I already got started with work and I could not be happier. Thank you for following along and supporting me on this journey!

Have a great weekend!

Alain

DevLog: Debuffs & Decoys

Hey folks,

here comes another how-it-is-all-related devlog!

Debuffs have been a thing in BattleJuice Alchemist almost since day one. Enemies can use them to slow you down and cap your resource pools for a short amount of time. Here you can see an enemy debuffing the player in close combat before landing attacks:



Players can get rid of debuffs by Juicifying a Health Flask of preemptively shielding themselves against them. The new thing is that enemies now also debuff player built structures. In the following gif you can see that the tower does not emit light anymore after being debuffed:



The players on the other hand have a tool themselves to deal with this: decoys.



The decoy you can see here (a burning one) catches a debuff, so it does not affect another part of the tower. In the following gif you see the enemy using a debuff, but this time it affects the decoy instead of the illuminant, which itself continues emitting light and breaking the enemy's shield.



There is a bit of mayhem going on there, but I hope you get the gist. The player has to decide whether they think a decoy is worth the resources and tower space or if they prefer other tower components.

That's all for today, I hope you enjoyed reading and have a great rest of the week!

Alain