Hi! We are very glad to tell you that alpha testing is started!
The testing will be sorted by waves. If you already signed up for it, go and check your email! Don't worry if you didn't find an email from us! Maybe you are not in the first wave of testers and will get your access a little bit later when we fix first bugs.
Hi, All!
We know that a lot of you are waiting for a testing. We’ll come back with the info soon!
In preparing we created a Discord server and you are very welcome!
You can suggest something there, share bugs, find friends for online co-op and talk directly with the dev team!
Here is the link:
Join!
If you are still not signed up for the testing, here is the right place for it:
Sign up!
- Mandragora
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DevBlog 2: How do mutations work in Freaky Awesome?
Greetings from Mandragora Studio! Today we'll talk about unlocking new mutations in Freaky Awesome.
We understand that for the majority our dear players the mutations system in our game is covered by the mist, so we decided to lift this veil a bit for you. There will be about 10 mutations each having unique mechanics. Only 2 of them will be unlocked from the start, and you'll have to get the rest on the go. When you kill an enemy, it leaves a mutagen plash. If you collect it, your HP meter will fill a bit, simultaneously increasing the Contamination meter. Having this meter at maximum, you mutate to a new form randomly chosen from those you have unlocked. It may happen pretty often during battles, so you'll have to quickly adapt to different controls and mutation features!
On each location you'll come across this Cell:
As you may see, it has locks to put some keys or coins in, or you can donate your blood at the cost of your HP. Thus, you'll have to open all the locks on this Cell. This progress saves permanently, so you'll be able to enter the room with this Cell, drop a few coins in it and go further. On the next run, the coin meter will stay the same. After several runs you'll be able to open each lock and release new mutation from the Cell. You'll have to defeat it and take special mutagen. Right after that you'll mutate to a new life-form unlocking it permanently.
That's all for today! Later on we'll tell you about new game mechanics and uncover some insides. See you soon!
DevBlog 1: How we are using animations in the engine
Greetings to y'all! We've decided to tell you a bit about our Freaky Awesome working process and the tools we use. Most of them were made in our studio specially for our needs. The tools list is pretty long and generally consists of some minor solutions to optimise the work and make it easier for each team member. So today we're going to tell you about the tool that we use to make animations production easier for us.
That's how animations look in Adobe Photoshop. As you may see, the animations are being drawn frame by frame. We export this animation in separate PNG files. This could take a lot of time if doing it by hand, so we decided to optimize this process.
Adobe Photoshop allows us to make our own scripts for the certain scenarios. We used this feature to create a plugin that can work with particular PSD file or even number of folders. Thus, we can export all our few hundreds of animations with just one click. The plugin parses a file name and, on the basis of it, puts the gotten images and timeline files to certain folders.
As the result, we get a pack of pictures plus description files for each animation that are used later to be imported in Unity3D.
That's when the animation importer comes to the scene. We give it the folder with the resources we got earlier, and it creates animation files within Unity. It can also pack the graphics and set their necessary settings on the go.
We can watch the animation files we got inside Unity and correct the timelines, or even add some events for the certain frames.
A gotten prefab (a game object) is ready to use in project. We just need to put it on the scene. We can also reflect animations vertically or horizontally. Generally, animations can be played in separated stream, so that we can pause only the part of animations within it. Thus, we created the comfy solution on working with animations that perfectly fits to our project and works fast.
We'll read all the comments, and if there'll be some positive reaction, we'll try to make more such posts. See ya! Till the next post!
Sign up for beta!
We are going to make a beta (maybe alpha) with our community this Summer. If you want to play early buggy version of the game and provide us with your feedback on how to make it better, go here: