Friday Dev Update: Improving the Initial Experience


Since we've started developing Salt we've always tried to maintain the philosophy of minimal hand holding. We try not to bombard the player with tutorials telling them where to go, what to do, and who to be. Instead, we let the player decide for themselves and try to stay as hands off as possible. What we hope this translates into is simply this: freedom.

We want players to feel freedom when they play Salt. Freedom to make mistakes and screw up, but also freedom to create a unique story and adventure that you discovered on your own. This sort of game design isn't as prevalent as it used to be, and I can understand why. When you start out in a game that doesn't tell you what to do, doesn't give you a sense of direction, and just generally lets you go, it can be kind of frustrating. You're kind of left thinking, "Okay...now what?" But that's the beauty! The "what" is completely up to you.

If you've played Salt then you know we use our philosophy of minimal hand holding. Salt simply drops you on an island in a vast world and you are left to figure it out. While this is a design we plan on keeping, it hasn't come without its problems.

Today I want to talk about some of the issues that this brings and how we plan on improving upon it, while still maintaining a free and hands off experience.


No Direction = No Content


Those of you who have played Salt for a decent amount of time have probably realized that there's more content in the game than meets the eye. As you sail further out into the sea and sink more hours into the game, you start to discover new quests, bosses, rare items, and other things that I won't mention for sake of secrecy. The very beginning of the game, however, isn't very indicative of the mystery and intrigue that comes from spending more time into the game. While this in and of itself can be a good thing, it also gives players the wrong impression of Salt. 

Often times a player will pop on Salt for a couple hours and assume that all there is to the game is island hopping and gathering resources. While, yes that's a large portion of the game, there's a lot more! And we want to make sure players are intrigued and encouraged to go find that content. But since there isn't any direction in the beginning of the game or not much hinting at there being more, how do we clue players in on this while still maintaining minimal hand holding? 

Adding Intrigue and Mystery


The main way we plan on alleviating this problem is to include things in the early portion of the game that will be intriguing and mysterious to the player. This content will give you a sense of "something more" to the world and encourage you to continue exploring. We're still working on figuring out exactly what this content will be and like most other content, it will likely be improved upon and expanded as the game develops. 

Our goal here is to let the player know that there is more to Salt then meets the eye and improve the initial experience of the game. We don't want you to feel like all you can do in Salt is island hop to the same island over and over just to gather the same resources time and time again. If that's something you enjoy doing, then there's plenty of it! But there's a lot more too. This goes along with our playstyle focus philosophy and ensuring that players can experience the game the way they want. 

If you want Salt to be a relaxing experience full of fishing, exploration, and resource gathering, then you most certainly can do that! And we'll be expanding upon that. If you want Salt to be a thrilling adventure full of quests, bosses, curses and secret items, then you can do that too! We don't want to force you into the anything, and that's why we will always remain as hands off as possible. 


All in all we are very excited about adding more mysterious and intriguing content early on in the game and can't wait for you to experience them! As always, we would love to hear your ideas for this content and what kind of things you'd like to see in the world. 


- Will Sterling (Game Audio and Design)


Friday Dev Update: The Update Process



This week we release update 1.5, which introduces a redesigned user interface as well as full controller support. Click here to read the patch notes.

This has been a very fun patch to work on for me. It was very satisfying replacing the old placeholder interface. It had been sticking out like a sore thumb for too long. As for the next update, we will give you some more information on that soon. Keeping with our common pattern of alternating content and mechanics updates, the next one will contain some new content.

In this post, I’m going to briefly go over the process of creating and releasing a Salt patch.


Stage 1: Planning


The first stage of creating a new update is the planning stage. We often have mini-planning discussions throughout all stage of update development, so we sometimes have a decent idea of what we are going to be doing in a particular update before we start this stage. However, this is the time to focus on, and solidify the plan. 

As mentioned before, we generally alternate between content and mechanics updates so that we don’t go overly long without some new fun and very tangible stuff for players to explore and experience. So, if last update consisted of mostly one, we focus our planning on the other.

We look at our list of major things to do, notes on player feedback, bug lists, and brainstorm new ideas. We will write all of our candidates down and choose which ones we want to work on for the upcoming patch, and which we want to push back. We make these choices based on what we feel would be the biggest “wins” at the particular point in development. 

We also consider how long we think each will take to implement. We strive for a balance of releasing a full fun patch but not taking too long between updates. It took us about two and a half months to complete the interface update, and we received a lot of comments of people saying that they were glad to see we were still working on the game, which lets me know that we need to try to reduce that duration for future updates. 


Stage 2: Implementation


After we planned out what we are going to do, it’s time to implement the update. This accounts for the bulk of the update period. Also during this period, we continue to fix any major bugs that we become aware of from previous updates. Generally, the very small cosmetic or non-game-breaking bugs we will fix and roll it into the next major update without releasing a hotfix patch.

Initial testing is also a large part of this phase. Everytime I implement a little piece of something, I will test it and everything that I can think of that it might affect. This gets rid of many easy-to-catch bugs right off the bat.


Stage 3: Heavier Internal Testing


Once we are very close to finishing an update, we will put it through internal testing. That usually means we will start a new game and play for a bit. When I’m doing this, I make sure to cover the new content, but I find it’s also very beneficial to play normally so that I can try to catch any other unexpected problems.


Stage 4: Steam Testing Branch


When we feel pretty confident from our internal testing, we’ll push the update to the Steam Testing branch. This is an optional game branch on Steam that you can opt into. This is the point where the bravest players have the opportunity to risk it all and sail straight into the bug-infested waters.

This is a very important step because it increases the amount of testing, but it doesn’t yet release the content on everybody. This means that if someone finds and reports a bug, we can usually get it fixed pretty fast before it affects very many people. We really appreciate all of you who chose to help us with this process. You are the tanks of the development world.

In addition to finding bugs, players on the testing branch also provide us with great feedback and initial impressions. Things that are not pretty, intuitive, or smooth come to our attention very quickly. If you are a testing branch player, never worry about speaking your mind about new changes. Both positive and negative feedback are invaluable. 

We prefer to have the build on the testing branch at least a couple of days before we push the full release. The length of the time depends on the amount of bugs that need to be fixed. Large mechanics updates generally require more time on the testing branch than content updates.

If you are interested in opting in for the testing branch, click here for instructions.


Stage 5: Release / Hotfixes


After we are satisfied that things have been smoothed out in the testing branch stage, we release the update to the default Steam branch, and to our patcher for those that keep updated using that. This is both one of the most exciting and intense portions of the update process. 

With a much larger influx of players playing with the new additions, any bugs that slipped through stages 3 and 4 will be found, and must be fixed as fast as possible so that they affect the least amount of people. This generally results in a small number of hotfix patches on the day of through a few days following the release. 




After the release of an update there is both a great sense of accomplishment, and excited anticipation for starting on the next one. With each, Salt gets a little closer to the complete experience that, I hope, will instill a little extra adventure into someone’s life.


- John Gamble (Lead Developer)


Friday Dev Update: The Road Ahead


We get a lot of questions about where Salt is headed, what kind of content is coming up, and what we plan on adding into the game. While some of these questions can be hard to answer just due to the nature of game development, we try to be as open as possible and not keep our players in the dark about what we are working on and what we plan on implenting going forward.

Today I wanted to talk about some of the content we plan on adding into Salt and where we are currently. Just as a disclaimer, we aren't always sure when and how fast content will go in or what content will be next, but we promise to keep you updated as soon as we can answer those types of questions.


Where We Are Now


Our next big update (which is currently on the testing branch and will be out soon to public) will be the GUI overhaul. This has been probably one of our biggest and most in depth updates yet. In this update we have completely overhauled the UI and added a lot of new features as well. This wasn't just a matter of making the UI skin look better, but improving functionality across the board and adding new features like a character screen to display your stats, new health bars and quest dialogue windows, and other features. 

In addition to overhauling the GUI, we also have added controller support. With this update you'll be able to play the game entirely keyboard free. This has been a big request from a lot of players so we are pretty excited to get this in. 

We've also been able to do a few other architectural improvements in this update such as transitioning to Unity 5, which will help in a lot of areas of development. 


Where We Are Going


I'd like to give a brief overview of some of the content you can look forward to in the future. With the GUI overhaul soon out of the way, we will be free to focus more heavily on adding content and new features to the game which we could not be more excited about. 


New Humanoid Models

Coming soon will be the brand new humanoid models. These models will primarily replace the pirates, inn keepers, merchants, and other human type npc's. We think the new models look great and will fit the theme of Salt perfectly. They will also have improved and new animations to add entirely new dynamics and life to the AI. 


Weather

Weather is something I'm particularly excited about, mainly because it will add a sense of dynamics to the world. With weather will come a lot of fun features such as huge waves and intense moments at sea. We will be unleashing Rob on this implementation in the future and can't wait to get it implemented! 


More Story

A couple months ago we implemented the first portion of the main storyline in Salt. The response was great and we look forward to adding the rest of the story. What excites me about the main quest implementation is how much else comes along with it. While I won't spoil anything, these updates will introduce new places, npc's, weapons, lore, bosses, secrets, island types, and other features. 


Factions

This idea isn't entirely fleshed out yet, but it's definitely something we want to do and are designing the foundation of. We think it would be really cool if there were certain factions in the world that had their own quest lines tailored to certain playstyles (think assassins guild, beast slayers, fishermen's guild, etc.) Adding these sorts of factions would add more life and diversity to the world of Salt and an entirely new array of quests and rewards. 


Multiplayer

Multiplayer is probably the most requested feature for Salt, and we promise you it is going to happen. Our goal from the beginning has been to get a solid base foundation of the game that can be enjoyed as a single player experience, before moving on to multiplayer. We didn't want players to feel like they had to play with others to enjoy the game, but that players could play with others to enhance their experience if they saw fit. Rest assured we will start work on implementing multiplayer as soon as some of these other features are implemented. 


I hope that clarifies our thoughts going forward and just some of the content we will be working on. We've got a lot more features than what is listed here that will be added, but this gives a good overview of some big areas we'd like to focus on going forward in development. 

As always, we'd love to hear your feedback and ideas regarding future content of Salt! 


- Will Sterling (Game Audio and Design) 



Friday Dev Update: Back in the Chair

We’re still hard at work on the GUI overhaul, and it’s coming along nicely. There are just a few more additions before we’re ready to put it on the testing branch. I don’t have any one particular topic I wanted to blog about this week, so I thought I’d just give you guys a general update on what’s been going on at Lavaboots Studios.


Progress on the GUI has been a little bit slower over the past couple of weeks because I was busy getting married! Everyone seemed to have a good time at the wedding, and nobody fainted, so I think it was a success. Now that all of that is over with and I’m back from the honeymoon, I’m back in the dev-seat and John doesn’t have to shoulder all the coding anymore. Which means, as of right now, we’re on track for releasing the new GUI to the testing branch in the near future! We’re all super excited about getting this update out to you all.

There are a few other things in the works here at Lavaboots, but they're not ready to be revealed just yet. Keep your eye on future blog posts for peeks at what's next!


- Robert Gamble (Game Design, Coding, Environmental Design)




Friday Dev Update: Item Hotkeys

Since launching in early access, Salt has allowed you to bind hotkeys to items using the keyboard. With the implementation of controller support, similar functionality is required for controllers. I want to talk about the updates to hotkey visuals that is going to be included in the next major update.

Keyboard Hotkeys

Keyboard hotkeys are going to behave as they always did. Mouse over an item and press a number to bind it to that number. As before, you can bind multiple items to the same hotkey which will allow you to cycle between them.

Now, when you bind an item to a hotkey, it will appear on a hot-items bar at the bottom of the screen so that you can more easily tell what you have bound to what button. If you bind multiple items to the same hotkey, the icon for the next item in the sequence will appear in the hot-items bar.

By default, the hot-items bar will only appear when you have your inventory open. We will be adding an option to have it appear at all times for those that desire.



Controller Hotkeys

Using hotkeys with the controller is somewhat similar to using them on the keyboard. Instead of pressing a number key, hotkeys will be activated with a bumper + button combination. When you press one (or both) of the bumper buttons on the controller, the controller hot-item interface will appear at the bottom of the screen (see image below). When it appears, you can then press one of the d-pad directions or A, B, X, Y. If you are in your inventory with an item selected, this will bind that item to that key combination. If you have your inventory closed, it will activate whatever item, if any, that you have previously bound to that button combination.

One thing to note is that you can have a total of 24 unique bindings with the controller since left bumper, right bumper, and holding both bumpers at the same each result in their own set of hotkeys.





As always, we would love to hear your thoughts and suggestions!


- John Gamble (Lead Developer)

Friday Dev Update: Balancing Random Loot


There's something extremely rewarding about looting an item that you know is rare. It's almost an addiction, like gambling. You know the odds are stacked against you, but when you do get that item, it's pure elation. You want it again.

This is something you will likely experience in Salt at some point or another. A lot of the resources and items in the game are based on chance. In a sense, they are randomized. This works well in the world to alleviate monotony and keep things fresh, but it doesn't come without its challenges. One of the most difficult areas to overcome with a randomized loot system is balance. 



Creating Balance


Just as there is the potential to be lucky, there is also the potential to be unlucky. There are times I've played Salt and scored big when it comes to certain rare items. For example, I recall times when I've come across an island that seemed to be a goldmine of hardwood logs, the ever elusive timber. Then there are times where I've spent hours in search of hardwood only to come up dry. By statistical averages, most players will be somewhere in the middle. But then there will be those who end up on the outskirts, whether for good or bad. 

How do you balance this out? Do you constantly tweak spawn chances until the maximum amount of players are happy with it? Do you give players a little more than they need or make things more scarce in general? 

All of these questions are aspects we have had to consider when picking loot chances and designing a system of balance. We've come up with a few ways to do this. 

Alternate Paths


Our major solution to the problem of balance is what I call alternate paths. Essentially, what we've done here is provide players with alternative ways to get most items and resources in the game. Since we have already been talking about hardwood logs, lets use that for an example. 

Let's say you are getting unlucky and not finding many hardwood logs. Did you know you can use broken pirate axes and sometimes craft hardwood logs that way? You can also find merchants who sell them. Or you can find a merchant with a quest to trade regular logs for hardwood. 

Providing these alternate paths helps to balance the chance of finding certain resources. In addition to that, it also allows you to focus on your playstyle and still get the items! If you like combat and fighting pirates, you will find hardwood by killing them and crafting their broken pirate axes. Or you might find it in wood log stacks near their campfires. It allows you to focus on the aspects of the game you enjoy most, while still feeling like you are getting the items you need. 

This is still a work in progress and we constantly tweak it, but I think this is a game mechanic you will see implemented in various aspects of the game.

Resource Placement


A more recent implementation that we've done is implement a new resource placement system. Rob has designed this system to help you better learn where certain resources are and be more productive at finding them. This system helps make sense of the things you find in the world. Now, instead of finding hardwood logs in the middle of a large field, you will be more likely to find them in heavily forested areas near trees that resemble their color. 

Community Feedback


Last but not least, community feedback. We can test and test all day but we are only three people. We need data and feedback from a large group of players to let us know if certain resources and item rarities are balanced well. We've been able to tweak a lot of item chance changes so far based on your feedback and it's helped us create a more balanced system for the player base as a whole. As we implement new items and more resources into the game, we would still love to hear your feedback on item rarity chances and any suggestions you may have! 


Balance in a randomized world is hard. But by implementing these design ideas and constantly getting your feedback, we are confident that items will be challenging and rewarding to get, yet remain balanced and obtainable to all players. 


- Will Sterling (Game Audio and Design)





Friday Dev Update: New Inventory UI Preview

For this week’s dev update we want to show you all a picture of the progress on the new inventory UI. Note that some parts (the icons for the tabs for instance) are place holders. I’ll briefly discuss a few of its features.


Larger Icons

It may not be very apparent from the image, but many of you may be pleased to note that the icons are slightly larger than before. We had gotten a number of complaints about the size of them in the past, especially from users with very high resolution monitors. We increased their default size from 32x32 to 50x50. You may notice in the picture that they appear slightly pixelated. This is because all of the icons are still currently stored as 32x32 images. We’ll do a run-through and re-create them all at larger resolutions to fix the pixelation.

Better Tabs

As you probably know, the tabs in the current Salt inventory interface all act as their own little container. The new tabs are filters rather than containers. One good thing about this is that it allows us to have an “All” tab where you can see the entire contents of your inventory in one grid.

Obvious Item Rarity Colors

I love getting rare loot in games. It is the main draw that keeps me playing many RPGs. It makes me feel accomplished to be decked out in a full set awesome gear. This is why we are making it easier to instantly recognize better loot by having item backgrounds reflect item rarity colors. It also has the added bonus of making rarer crafting components more distinguishable from their common counterparts.

Controller Support

Notice the little frame around the orange crafting journal. What does that mean? Does that mean it is currently being selected by a controller? Why yes it does! I know many of you won’t get too excited about this as you prefer to use the great old keyboard/mouse. However, this will be a great change for many who have been wanting controller support. The inventory as you see so far is fully navigable and usable by a controller. I personally used to be a keyboard/mouse exclusive kind of fellow. Since then, I have come to appreciate how much freedom a controller gives me in terms of finding a relaxing gaming position that doesn’t require me to keep both arms outstretched like a zombie for long gaming sessions.

Character Window

Currently, all equipped items appear in one of the inventory tabs just like everything else. It will be nice to have it more separated and organized. The window on the left side of the screenshot is the character window. It is visible at all times while the inventory is open and it shows what is currently equipped as well as some stats. Equipped head, chest, legs, feet, and handheld items are displayed in the upper section, and all other equipped items are displayed in the lower grid.

Crafting Tab

The crafting tab will be a tab attached to the inventory window. In the image, the tab with the picture of the potion bottle is the crafting tab for temporary functionality purposes. We will change the icon later.

If you select the crafting tab, the inventory grid will be filtered to display only crafting components, and an additional interface will pop up from behind the inventory to display your selected components and what you can make with them.



As always, we’d love to hear your thoughts and suggestions. A UI overhaul has been needed for a while now, and I’m excited to finally get to do it.

- John Gamble (Lead Developer)