Happy little dog.
Noah Kahan
EXPECTATIONS
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d e v o n
Monterey Bay Aquarium

Andulka

Kiana Khansmith
cherry valley forever
he wasn't even looking at me and he found me

if i look back, i am lost
official daine visual archive
Claire Keane
trying on a metaphor

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titsay

bliss lane

pixel skylines
Today's Document
Mike Driver
will byers stan first human second

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@americana-dawn
Happy little dog.
Design update.
Salutations.
I apologize for the lack of updates on official channels, though I have posted progress on my personal Twitter account, but recently opened an official one just for this. Over the last half a year, a number of events had turned my life upside down, and made it difficult for me to muster up a public face and address you all. An immediate family member had passed away unexpectedly, followed by an announcement that another immediate family member had a terminal illness. This was proceeded by a number of other personal setbacks that made my living situation very unstable.
Without saying more, 2015 has been the most difficult and devastating time of my life, but I deeply apologize for not being more organized in communicating. I’ve recruited help to better facilitate this in the future and answers all concerns and questions in a timely manner.
I’ve recently relocated and have begun to finally put my affairs into order – in addition to emotionally recovering from the events of last year. I have a stable environment where I can be aggressively productive, but even during the chaos of the past year, there has been significant progress I would like to share.
Battle System & Engine
In early spring, we had a prototype available and called for beta-testers. We had gathered a lot of valuable feedback and since then we are making strides in our design and we are currently building a more realized and tested battle system in our engine, Unity.
Our first improvement was to design a clearer UI that more heavily relied on visual elements to communicate information and data more intuitively, bucking the need for traditional walls of text and numbers. This will make the game easier to localize into other languages as well. An additional feature- the new UI will have support for colorblind players.
We had received feedback from our testers that the previous public build was difficult, so we are still working on balancing and brainstorming skills. We plan on offering another public build in the future to allow players to test these improvements and provide more feedback to make the game play as well as possible.
Art
Americana Dawn is an attempt to create American folklore, and there is a mythological aspect to it that involves the supernatural. For a long time, it was a challenge for us to create idiosyncratic designs that was unique and not based on previous civilizations. We are fortunate enough to have Hitoshi Sasaki, designer for Final Fantasy 6, Bahamut Lagoon and other Square-Enix (Squaresoft) titles, on board to create beautiful, unique and intriguing monster designs.
Here are two of Mr. Sasaki's designs:
Rendition of the Headless Horseman
River God of the Savannah River, Georgia
F.A.Q. & Housekeeping
What is the current status of the project?
While development had not ceased, it was slower than average due to the chain of events in my personal life and some reshuffling within the staff. The game is currently being developed in the Unity Engine/Tiled, and we are working to create better development tools to create a more efficient production pipeline.
I have carefully looked at the scope of the project, and found ways to better use resources to cut the budget down from our original $70k projection to make a future crowd funding campaign more realistic.
How is this project being financed with the last failed Kickstarter? Will you re-do the Kickstarter?
I have meager earnings as a current graduate student, and I plan on picking up an extra job if possibly next season.
I do not want to restart any fundraiser until I have two things:
A demo to prove that this game exists and will become a reality.
Until I have all the static sprites for the enemies in this game and a finalized list of skillsets so I can get a precise amount on how much money left is required to complete the creation of art assets in this game. That is a sizable chunk of the budget, and it is important I have a clear value in mind. I do not want to throw out random estimate and realize I asked for too much or too little.
In addition, I plan on refunding anyone who wants their money back from the original fundraiser as an apology for the among of development time this has taken.
Group Name Change
Since I relocated to another state, the original name for the group (Bit Bonton) went defunct. We changed our name to Puptea Softworks.
Thanks for reading, here is a little improvisational video of Americana Dawn’s main theme to end this update.
https://www.youtube.com/watch?v=BVOXT430NEo
beancoons
Battle screen is from an old build. Will be working toward a new one based on feedback and more refined designs.
Happy fourth of July!
Battle System Update
The past month and a half has seen the Bit Bonton team hard at work revising the combat system in Americana Dawn in accordance with your feedback and our own internal testing. We’ll be looking forward to future waves of testing to further enhance and improve on the gameplay and battle system!
Following our current improvements, we’ve moved on to a version of the battle system that has taken some of the main insights we received, and worked with them.
The timeline is one of the key components to the combat system. In its current state, it was hard to tell where everybody was on the timeline (especially when multiple enemies of the same type were present). We have made it larger and made it easier to distinguish when they will attack (and yes, we made sure it’s color-blind friendly!).
The UI has received several noticeable graphical improvements! The timeline bar has been extended and given a stronger feeling of Liberty.
Enemies have a clearly visible circle around them. This is color-coded and corresponds to their position in the timeline, which should make tracking enemy turn order easier as well as allowing players to distinguish enemies at a glance!
Health has been moved to another color-coded quick-reference in the bottom-right corner. This allows quick ‘at a glance’ evaluation of enemy health and status.
In addition to these improvements, new features have been added in this version.
The armor mechanic has been reworked. Instead of flat out adding (mainly defense) stats to a character, they absorb part of the damage the character takes from most attacks in battle and provides resistances and benefits to the wearer while it’s not broken.
More status effects have been added. Statuses in Americana Dawn play just an important role as how much damage you can deal. In order to clarify an enemy or ally’s condition, icons above the affected characters have been added. We have added icons to create more visual clarification.
Items have now been added in battle. They have a variety of purposes, ranging from healing to removing / inflicting status effects. Each character has their own inventory and can only bring a limited number of items into a battle. More information will be provided in a later update.
Character abilities have been readjusted to provide a fair challenge that prevents battles from being decided by a single lucky blow. Devastating attacks can still be performed, but only when they’re properly set up.
If you are interested in signing up for beta testing the battle system, please send us an e-mail at: [email protected]
We will be back next time with more updates about our progress! Thanks for reading.
The next build is almost ready! We still need to make some more tweaks, but we've enlarged the timeline bar for more visual clarity, as it is central to the game's mechanics. We have also added color coding (that's color blind friendly!) to help make it more clear who is who.
If you're interested in testing, shoot us a message.
Rolling out a improved version of the battle system for the third wave of beta-testers. If you are interested in providing us detailed feedback regarding balancing, the UI, UX, please e-mail us at [email protected] for a copy.
Hello everyone! We are back with another update.
Part of moving forward is looking to the past and finding out what mistakes happened, then how to overcome them. When the campaign failed months back, We immediately reached out to people in the kickstarter community for advice on what could have been better. After speaking to an expert the conclusion was clear. That while we managed to gain a ton of traction in the first week, we didn't prepare enough of the game to show off to continue that wave of massive support from our fans. We want to explain the steps we are making to amend that.
As previously announced, we will be returning to kickstarter this spring ready to show nearly three times more of the game on kickstarter. Which means there will be two additonal in-depth trailers, multiple developer updates, as well as a few surprises. We believe our fans deserve a closer look at development as we progress, and will be frequently keeping you informed about the game.
This is how we plan on keeping our momentum going.
Though that’s not all we've been working on during this downtime. We decided that the best way to show people the quality we are striving for is to simply show it. We talked before about revamping the art assets, here are a few key examples.
Old Boat
New Boat
When the revamped trailer comes out expect to see a big improvement in the style and consistency in the world of Americana Dawn. When the new trailer comes out go ahead and watch both side by side and see if you can spot all the improvements!
And finally we wanted to talk about our kickstarter goal. Together as a team we worked to reduce costs by making a reductions to the amount of art needed for the game. Our plan is to instead focus on quality over quantity. It's a middle ground that seems to improve the overall feel of the game.
Finally we plan on keeping the fans much more informed about the game and our development process, the costs, how we spend our budget, and problems we might face. Being an open book about development is never an easy thing to do, though if you bought the ticket, then you deserve the ride.
This is our plan for relaunch. We couldnt thank our fans enough for their continued support. Thank you.
We ran our first wave of beta-testers and made UX and UI improvements. If you're interested in testing, shoot us an e-mail!