Devlog #02 - Born Of Mud

Mudborne

Mudborne is a casual nature management sim about discovering & breeding frogs! Awoken from hibernation you find your pond abandoned. Through the genetic keys of new species you must unlock the paths between the waking & dreaming worlds, and embark on a journey to restore lost populations.

Hey everyone! Been awhile since I opened up Steam to write something - I've been trying not to add the pressure to make myself post every single month, as half the time I don't have much to say and the other half making it something I HAVE to do prevents it from being something I WANT to do But it's been a little while of working on Mudborne stuff in between all the final APICO update stuff, and I wanted to share where I've got to so far with your new fav frog game [hr][/hr] [h2]Back To The Drawing Board[/h2] So if you haven't already seen, one of the main things I'm doing with Mudborne is updating the style and the art. The gamejam version was made in a week, and a lot of that was shameless art rips of APICO with some reskins - which was still cute but after working in the APICO "style" for nearly 5 years now I wanted something different. For that I'd already played with a few ideas [img]{STEAM_CLAN_IMAGE}/43799343/7e6656adc31b6f5e9ede3ac21b1aab12ebabb74b.png[/img] The game is set in a pond, so I wanted it to be mostly water. This meant thinking about what the landmass or even buildings would be like - I've always found the land style I did for APICO really weird as it's severe top-down but all the sprites are like sortof side view? So I wanted to work with that in mind and have the land match that perspective more. I also really liked the idea of the stone slabs as the land instead of dirt, as it had a nicer overall vibe and helped the mud stand out from the "dirt" of the early ideas. I also wanted to have lots of plants and nature stuff that wasn't necessarily interacted with but added to the overall scene. One thing I really hated with APICO is it relied on the trees/shrubs for balance of the overall palette, so this time I wanted enough flora scattered across the waters to make it look pretty all the time not just before the player has a killing spree with their axe. What I ended up settling on after a few weeks was this: [img]{STEAM_CLAN_IMAGE}/43799343/2f3758420c3855e737060bd5a02de61e39e004d8.png[/img] As you can see it's mostly water, with some large stone slabs to act as "land" and break it up, and lots of green. I wanted a consistent darker outline for anything you can interact with, which then let me have a lot of "background" flora and scenery. The stone slabs also felt like a perfect place for buildings - I'd tried an attempt at a few building designs, but overally didn't really like how they fit in with the world [img]{STEAM_CLAN_IMAGE}/43799343/e542d2528dfcac726ec2ea59234491a83617b8bd.png[/img] Having the stone slabs as the buildings felt more natural and the little extra details of grates and drains and windows I think helps sell it more as lived in. Also by having a fixed "size" of the blocks in tiles, I could match that for the inside so all the spaces matched up when going in and out (and also means I'd be able to show "hidden" rooms while inside that give you a clue to how to get into them) [img]{STEAM_CLAN_IMAGE}/43799343/486f5aad6f40775ddc6d623f967198036cb9d9cd.png[/img] To finish it off, I worked on the menu designs to see how the UI would fit in - there's some similarities to APICO's basic UI style but I changed the colors a bit and added more space around all the elements. I also wanted some clearer slot stuff, so like mushrooms and their powder/magic mud to have a small icon for the mushroom, buckets to have a liquid icon - I'd made a few sprites in APICO that were far too similar, so I wanted to avoid that this time round. [img]{STEAM_CLAN_IMAGE}/43799343/b6ff1c607a8e8e6806b86dbb75f6d60a5db84298.png[/img] I also wanted to keep the main UI as minimal as possible, just some indicators, a current quest log, and then the tooltips if hovering something - this means I've got some flexibility later to add some more stuff. Once I got this coded up I'd tweak a few things, including the design of the titular mud itself, but overall things pretty much match those final concept arts above. [img]{STEAM_CLAN_IMAGE}/43799343/d2524fc2c46e98a25b77fc9f97c340532a1cfb67.png[/img] [hr][/hr] [h2]Lost In A Dream[/h2] With that done I wanted to work on the next main part of the design - the dream world. In the gamejam when you dream you visit the big frog god and they tell you your progress, but what I actually want is a whole dream world that acts as an "opposite" to the waking world. [img]{STEAM_CLAN_IMAGE}/43799343/a07e9bcd82a5fc86e757f333d55ee6968d3525d1.png[/img] With APICO I always felt like the gameplay was fun but the NPCs and story and exploration was pretty non-existant. In Mudborne I wanted to expand that, have a similar "maths for fun" genetic puzzle to work on as the core game but then have a much richer world to explore. [img]{STEAM_CLAN_IMAGE}/43799343/19d45d491359e2cb6042541b0005cdbc5ff27af3.png[/img] With the dream world I could have things change between the worlds - new doors and rooms appearing, broken bridges now fixed, stone lilypads disappearing. By using the big froggy pools the player can switch between the two, and access new areas they couldn't before, along with new frogs or mushrooms or NPCs. This ends up with a sort of APICO x Metroidvania in a way, you find different mushrooms, create new frogs, and based on the frog genetics you can "unlock" these gates to get to new areas - some part of the main story, others optional to learn more about the secrets of the world, but the different frogs will gate your progress and exploration. It also gives me a lot of scope to do fun things with the differences between the two worlds, whether thats trees turning into jellyfish that float around, or NPCs being different and saying/selling different things. [img]{STEAM_CLAN_IMAGE}/43799343/58a950fd445f9a32e6a19fbc69a38d84095703ab.png[/img] It also has some importance within the story itself so I think it should end up as a nice mix of fun gameplay, cool vibes, and a nice story to tell. [hr][/hr] [h2]Something Old Something New[/h2] With the overworld itself I'd done a lot of changes, looking at the gamejam you can see just how much differs, not just colors but the world objects too. [img]{STEAM_CLAN_IMAGE}/43799343/908f2829ba8ab23c08bf1457d313651e42b4ee5c.png[/img] Some of the items I still liked, like the mushroom designs or the basic tools, some I think make for a fun "nod" to APICO, (like the frogspawn being the honeycomb sprite but modified), with the objects themselves though I wanted to try and match that new "perspective" shared by the stone buildings and the trees. [img]{STEAM_CLAN_IMAGE}/43799343/f9a70bf5b23408890d8315b55cc8c4c3842bf89a.png[/img] I also wanted to start using some more colors and have things less flat, so it was nice to finally move away from a lot of the stuff I'd drawn for APICO. When it came to the menus though, I still think the rough style of menus worked really well - it's been battle tested and I know what worked and didn't, but the UI has always been pretty solid. The main changes I did was update the spacing between elements to give the slots + UI inside menus more space, and then I wanted to change some of the border/header styles slightly and have the tiny lilypad icon in there too. To start with I just fleshed out a bunch of the machines I had in the gamejam plus a few extra ones (also yes thats a slightly different shade of brown to APICO, you have good eyes!) [img]{STEAM_CLAN_IMAGE}/43799343/e3a86fee1942a02744759befc4cb492bc9717c30.png[/img] I really liked some of the menus have these sort of "mini" interfaces inside that showed a bit more of what is going on in the overworld, so wanted to lean into that a bit with some of the other machines. I also still liked the idea of having some mechanism stuff - for APICO players I appreciate it's lost the charm, but anyone new to Mudborne thats never heard of ol' bee game can still appreciate it! [hr][/hr] [h2]Maths For Fun[/h2] As I started implementing the mechanics some of the menus changed a bit - for the current "vertical slice" I'm making for pitches, the main machines I needed were: [list] [*] Spawner (frog+frog = frogspawn) [*] Grinder (mushroom = powders) [*] Cauldron (mud+powders = magic mud) [*] Nursery (magic mud + frogspawn = tadpole) [*] Feeder (tadpole + bugs = frogs) [*] Bed (skip ahead time) [/list] [img]{STEAM_CLAN_IMAGE}/43799343/0ad0c4507b903b12ed6fc8b2edb4e2dce04cfad7.png[/img] The main differences to the gamejam version is the extra step with mushrooms (so that you don't have to find + pick as many mushrooms as you'll get multiple powders from one), the cauldron accepting up to 3 powders that can be the same or different (so one magic mud can have 3 buffs), and the nursery having multiple layers (so you could do 3 different genetic changes or use a +1 mushroom 3 times for a +3 in one step) The nursery change is the most important here, as being able to do 3 buffs at the same time is important as it's part of the genetic puzzle I'll explain later - but it also removes some grindyness, instead of needing to do 3 cycles for a 4 trait to become a 7 trait using a +1 mushroom, you can do just 1. [img]{STEAM_CLAN_IMAGE}/43799343/51dff0ced15ef3cb07b9e5015f1359546f292ed7.png[/img] The feeder expands the process to include bugs you find to feed the tadpoles - once they grow they'll appear in the overworld as actual frogs again to catch, but this time they might be some new species depending on the genetic modifications you made with the mud. I'm still playing with what the different bugs might do or how which bugs are decided as needed, but I think it gives me a lot of room to play with from a mechanics standpoint. The final "new" machine I needed was the actual teleportation pools - these would have the genetic "lock" that you need to make a frog to match. [img]{STEAM_CLAN_IMAGE}/43799343/9b6f5fe395ad15d784efbb590aa1c4847814dec8.png[/img] The puzzle starts off simple enough, get a frog that matches the 7 traits the pool requires. Putting a frog in the pool starts the little coloured lines to "move" from left to right, stopping if the number the frog has doesn't match whats needed. Once you have a frog with all numbers matching, all the dots can join up, and the pool unlocks to be used to travel between worlds. "That's easy" I hear you say, and yes! To start with this is easy enough, sure you might need to combine different mushrooms to counter certain modifications you don't want, but you can cycle frogs as much as you want to keep modifying until you get there. However this is me making a game so obviously I need to then show you something that makes you cry - which is when I introduce the concept of ancestors to the genetic locks [img]{STEAM_CLAN_IMAGE}/43799343/11db9556597eb6a87ed9b20fe9f36bc6eada2530.png[/img] Instead of just looking at the traits of the frog, it also looks at the traits of the frog of the previous generation, and maybe even the generation before that! So starting from the first "column" you need to jump to the next one in a single frog cycle, using the right mushrooms to modify the numbers in one leap (ha). You then might need to do that again (and again) until you have a frog that has each previous generation matching whats expected. There'll be some tools to help you "predict" this, as well as lots of different mushrooms you'll find as you explore that do different things, +1, -1, *2 AND -1 etc. Planning this out is a nightmare as you can imagine... [img]{STEAM_CLAN_IMAGE}/43799343/c4d08caa534f73d244c2124382a317f7bb36b99e.png[/img] Also having 7 traits each with 7 values means a lot of combinations (823543?!?), which means I can "hide" a lot of frogs to be discovered. For example go scroll back up and look at the "finished" concept art without UI for both the waking and dream world - notice that piller on the left? By travelling to the dream you can get the missing numbers that give you a trait "key" you could make to find a new frog. In this way there can be a bunch of frogs you have to find to progress through the pools to new areas, some frogs you can get through experimenting (what if I do 777777?) and some found through clues in the world. [hr][/hr] [h2]What Next?[/h2] So right now I've planned out all the mechanics and I've been starting to implement them into a prototype of sorts (in my new favourite engine [url=https://love2d.org/]LÖVE[/url]) to make sure it all feels fun and has the right vibe, so lots of little bugs/critters roaming around, a cute day/night cycle, weather etc [img]{STEAM_CLAN_IMAGE}/43799343/30fed19fb356a401106801b1929b1f62a620f50b.png[/img] I'm trying to spend more time on little details and effects in the world, all very small stuff but all adds up without the player realising, reflections or pollen or subtle movement. The goal is to then finish that as a vertical slice I can use to pitch to publishers, cos although APICO did well that was a couple years ago now, and outside of this final update I essentially have no releases until Mudborne is done so money is pretty tight :') [img]{STEAM_CLAN_IMAGE}/43799343/6a4d19bc5dcfeb0c8316ce1404d8d6724123a06a.png[/img] While doing that, I'll be continuing on with the game, starting with the first "training" area that will essentially become the demo. My plan is to release the demo later this year showing that first area, while I continue finishing the game to release in 2025 - right now the demo on Steam is still the gamejam version, which while it has some of the vibes it's not the full concept of what I want Mudborne to be, so I'd like to get that updated to really show people what they can have to look forward to. I have a lot of the full game mapped out now, in terms of the story, areas, npc, general mechanics etc. I'm also literally mapping it out, each area on some graph paper, so will be interesting to see how closely I follow this for the demo + full game, esp. as I've already changed the houses (and is a nice analogue break for my poor eyes) [img]{STEAM_CLAN_IMAGE}/43799343/5418a4d10de50da9a27311f680544024e4984ab6.png[/img] [hr][/hr] As I mentioned at the start, having to force a devlog every month didn't work great for me, I'd rather do larger devlogs now and again to catch you all up with what I've been doing over a couple of months otherwise it feels like I'm scraping the barrel some months when I've been busy on other stuff. I do share the odd video + sketch in [url=https://tngineers.com/url/discord]Discord[/url] now and again, so if you want to come chat about it I'd love to see you there, but I'm committing to do devlogs when I can so you can keep up with everything <3 ~ Ell