This is just a quick preview of what the (not finalized) character creation process looks like in Chaos Chain so far!
https://www.youtube.com/watch?v=BEkHMeG_g3A
I'll have more info on the game soon!
-Corrosion ːCStudiosː
Happy 7th Birthday Corrosive Studios!
Corrosive Supporters,
Hey everyone!
Corrosive Studios is officially 7 years old today! Woohoo!
Thank you all for your support and interest in the past few years! I can't believe how fast time flies and how far I have been able to go with all of your help!I wouldn't be here without all of you! :-) Thank you all so much!
I'll have some more info about my new project VERY soon!
Waste Walkers is on sale for the next week to celebrate!
Enjoy!
-Eric "Corrosion" Plasencia ːCStudiosː
9/17/21 (FREE QOL UPDATE) 1.5.7
Disgraced,
Hey everyone!
This is a pretty large and of course FREE QOL update to improve on some things that people have mentioned in the past. It has a lot of changes, but you should NOT need to start a new game. I did this because it has been a bit since the game got an update and I wanted to give out a thank you to everyone who has bought the game and supported me and also to those who have posted suggestions for the good of the game overall. Don't ever think I'm not listening! :-)
These changes should make the game more approachable, more visibly appealing, slightly less difficult, and hopefully more fun.
Update 1.5.7 Change Log:
Bug Fixes: -Fixed incorrect scaling of text in combat
Changes & Additions: -Brightened interface significantly -Default text now has a tan color tint -Greatly reduced healthbar size of enemies in combat (it was really large) -Made enemy healthbars more red in combat (they looked a bit orange) -Removed bolding from text in combat (except criticals) -ALL enemy health has been reduced very slightly (by 1-3 points each) -Enemies of specific types (samurai, ashigaru, bandits, etc) now have different health values depending on their class type (spearman will have slightly different health than swordsman for example) -Base character and companion accuracy improved by 5% (70% is default now to make missing less frequent) -Added Blank Scroll consumable item (allows saving from anywhere, single use, inexpensive alternative to field equipment, can be found in containers or bought in shops) -Updated all general stores with Blank Scrolls -Updated loot tables with blank scrolls and slightly increased loot chance to appear -Slightly (literally 1%) increased the chance to have a random encounter on the world map -Added a 10% bonus to experience for any combat survived -Slightly increased weather change frequency -Increased all HP max damage done in combat by 1
That's all for now!
Enjoy!
The update will be out ASAP! Estimated time is 30 minutes from the time of this log being posted.
-Corrosion ːCStudiosː
HUGE Waste Walkers Sale Until Sept 28th!
Hey everyone!
Waste Walkers is on sale now with the prepper's edition DLC as well for 47% off until Sept 28th!
I'm back with another quick status update. I wanted to go over another QOL feature I created today.
In the past with my games, I have always had some non-important NPCs with generic greetings. These could be common people, guards, and even some enemies. Their messages could contain useful information or lore, but they were mainly just there to populate the game world and simulate an inhabited location such as a village or hideout.
The issue I had with the system was that their dialogue was not important, but still appeared as a regular message and even if they only had a few words to say, it would take a good moment to read and then you'd have to click again on them to make the message go away. Not a huge deal, but since it's not anything important, it could be annoying and feel repetitive.
So, I created a system that I call "SpeakUp". It's very simple and it's just an addition to a system I already had in place, but it makes the game flow better in my opinion.
Speak Up
In the above screenshot, I am just talking to a generic NPC Junkie who apparently doesn't like the look of my character. He doesn't have any vital information, but some of his randomized lines may prove to have lore, information, or hints about the game world just like in my previous projects.
Some of you will find this familiar if you've played my last game, Lawless Lands. In that game, whenever you got a reputation change, experience, traveled, or when the weather changed, a message would appear similarly to let you know what happened.
Now, when you're talking to an NPC who isn't plot-related, their message will appear on the screen for a moment and they'll show a chat bubble over their head to let you know they're speaking to you. A faint sound will also play.
Anyways, that's all for now. I hope to get more done next week - I have been sick this week so didn't have much energy to tackle anything too big.
I'll have more info soon!
Thank you for reading!
-Corrosion ːCStudiosː
Chaos Chain Dev Update: 9/2/21
Hey everyone!
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
-Corrosion ːCStudiosː
Chaos Chains - New Screenshots
Hey everyone!
So, I wanted to show off some of what I've been working on!
Run down
Edge
Run down 2
[I]Menu
Thanks for checking it out!
I'll have more info soon!
-Corrosion ːCStudiosː
Disgraced 45% Off Sale!
Hey everyone!
This is just a heads up that Disgraced is on sale for the next several days at 45% off!
For those of you who already know of the new game, let's talk about equipment.
Equipment
has always played a significant role in my past games. Having the right tools for the job at hand is extremely important in my opinion, so I try to put that into the game worlds.
For Chaos Chain, this will still apply, but the system has been expanded and improved from my other projects.
First, as you can hopefully see in the image above, weapons have a pretty significant stat-line. A lot is taken into account and much thought went into how the stats function and what ratings each weapon was given. It may look simplistic, but each specific stat has a lot of factors to think about such as handling, ease of use, accuracy, speed, range, capabilities of fire modes such as semi, burst, and auto. The engine is somewhat limited, but I have done my best so far (still a lot of room for improvement) to make weapons feel unique.
Second, I've done A LOT of work on improving the combat system. I can't really show it off here right now, but something I'd like to mention is an EXTREME focus on sound effects and quick-flow combat. Weapons have unique sound effects and animations so you can tell what you are using compared to your enemies. I have improved the default battle sound system to include a variety of sound effects for each event so it's not always the same exact boring sound. There are several sound effects for each event like for example an evasion/dodge has multiple sounds of its own and then there are special sounds for bullets missing or a melee weapon hitting someone. I personally think that sounds make or break a game - especially when you're hearing the same ones over... and over... and over.
So far, I have around 50 or so weapons which are mostly melee weapons and improvised weapons, but I have a handful of fictional (based on real) firearms across a variety of different archtypes including pistols, PDWs (personal defense weapons), SMGs (submachine guns), shotguns, assault rifles, battle rifles, carbines, sniper rifles, machine guns, rocket launchers, grenade launchers, special weapons, and even some exotic weaponry. Not all of these are ready yet, but that's the weapon archtype/class lineup I'm going for. Like in my first game, Waste Walkers, firearms will allow for different ammunition types such as full metal jacket, hollow point, armor piercing, buckshot, slugshot, and birdshot, and even more are planned to be added. Depending on your preference, the different ammunitions will provide different bonuses.
Armor is the same way - they have a lot to take into account. One flaw of my previous games in my opinion is that armor resistances were very minor. A 5% here, maybe a lucky 15% there, etc. The idea was to stack up on resistances you favored with your combination of chosen gear. Most of the time, the numbers didn't add up enough to actually make any significant impact. That will NOT be the case here. The equipment slot system is more straight forward, but each slot has a specific purpose. Armor is armor. It should feel like it. In the above picture, you can see the current (subject to change) stats for the ballistic vest. The resistance percentages are high enough by themselves to actually protect you from different damage types, but they may be bolstered even more by accompanying gear in other slots such as the head slot for headgear or even the accessory slot.
Theoretically speaking, if your punk has 8 health remaining and an enemy thug stabs you with a shiv for 10 puncture damage (lucky roll) and you have a protection (armor) value of 2, a toughness of 4, and a 25% puncture resistance, you'll only take 3 damage. The detailed math: 10 damage - (2 protection - 4 toughness) * .75 = 3. That's pretty helpful. Taking a third of the dealt damage because of having decent armor instead of the full amount just kept you alive. A leather jacket (armor 1 with a puncture protection of 5%) would have left you dead in the street. The differences between armor types should no longer feel minimal.
That's all for now, I'll have more information soon!