Friday Dev Update: Closing In On The Jungle


Hey everyone!

Our next update is starting to come to a close and we can't wait to release it to you! This has been one of our biggest updates yet and we are chocking it full of content. In this post I wanted to give you a brief update on where we are currently and a few of the things we have left to do on this update before we push it out. I won't give you every specific detail, as we want you to discover a lot of it on your own, but I will give you an overview of the content to come.


The Jungle Island


The main chunk of content in this next update will revolve around the new island type: the jungle island. We wanted this island to be lush and full of plants and trees. Sometimes you can get bored of seeing tropical island after tropical island, so we wanted to add in some variety and a change of scenery. Not only will this new island feature new visuals, but it will also only be able to be found far out at sea. This is one of the first introductions of what we are calling "post 50 content." 

The idea here is that these islands will only start spawning past the 50 coordinate marks. This will encourage players to head out farther into the seas and give them a reason to explore the distant oceans. 

New Quests and NPC 


We love to add rpg elements in Salt and so with this update we wanted to add some new quests. These new quests will of course come from a new friendly npc. You will only be able to find this npc on the jungle island and he will act as a trader of sorts, giving you awesome gear and loot that is exclusive to him. 

New Enemies


In addition to new quests and a friendly npc, this island will also feature new enemies! We have added in a new enemy animal that will be exclusive to jungle islands and a new enemy humanoid. Each of these enemies will have a specific loot table featuring new weapons, armor, and items. In addition to this, we've also added in a new a boss. He will be tough to defeat. That's all I can say. 

New Fishing Content


With the new jungle island update we are also adding in some new fish that you can catch around these islands. In addition to the new fish, there will also be a new fisherman npc. He will act as a trader that will give you really nice loot in exchange for those super rare fish you catch! 

New Secrets


We love secrets in Salt and this update will certainly feature some of those. These secrets will be hard to discover but reward you nicely should you figure them out. Our goal by the end of development is to have a lot of secrets in the game so you'll always be left wondering if you've truly found them all. 

New Tree Rendering


This update will also feature some improvements in the ways trees render in the game. This will improve the way they look and will improve performance on islands with a ton of trees. You can read more about this here: Speed Tree



Over the upcoming weeks we'll be adding some final touches to this update such as a way to get the new boat, some new resources, and balancing and testing. We will keep you updated and will likely be pushing this update to the testing branch soon. 


- Will Sterling (Game Design and Audio)


Friday Dev Update: Cartography


Progress Report


Progress this week has gone very well. I finished up a new friendly NPC, his quest line, and items associated with that. I also worked on a new enemy, and some of its associated content. One of the new items created is the first upgradeable item in the game, meaning after you get it, you can do something to make it better. It represents one of the first fruitful results of the change to the way items were saved internally in update 1.5. Previously, there was no support to save additional special data about a specific items. After the changes that we made in 1.5, however, we can save all kinds of data on them. Our primary goal for that change was for the possibility of upgradable items like this one.


Cartography


As the content of this patch is flowing nicely, and we are getting closer and closer to its release, we have also been brainstorming what would be best to work on for the next patch. One strong contender is a cartography / mapping system, so I would like to take a moment to discuss that.

First of all, here is the general vision. I envision the core joy of the system to be in filling out the map, and the reward of being able to use the map that you worked to create. The process of filling it out should be somewhat manual and fun. Perhaps it can be a blank grid system where the player is free to mark the locations of islands as he or she sees fit.

I would also like the ability to somehow take note additional information on the map, such as marking where you found a pirate captain and so forth. I personally would find that extremely handy and satisfying.

Additionally, I could add in some items in the game that would make the cartography system a little easier for those who put forth the effort to seek them out. For instance, say to mark an island on your map, you have to open up your map interface, and click on a square to mark it. I could add in an item that you could hotkey that would automatically mark what is at your current location on the map so all you have to do is land on the island and hit that hotkey for it to be marked. I’m sure there are a lot of other cartography-associated item ideas that I haven’t thought about yet.

I would love to hear your thoughts and ideas on the matter of cartography in Salt. It’s absence really stands out in such a large world, and I can’t wait to remedy that.



- John Gamble (Lead Developer)

A Look Back On Year One


It has now been just a little over a year since we released Salt as an Early Access title. Today I want to look back on the past year, some milestones we hit, and some of the content we've added to the game so far. I also want to talk about what the future holds for Salt.

The Road to Steam


Nowadays Steam can be pretty crucial for your success as a small independent team. When we originally released Salt we weren't on Steam, but quickly realized we needed to be. And so we launched a Greenlight campaign and watched as our little Salt game garnered interest and eventually was Greenlit! We were thrilled to say the least and were very excited to be able to bring Salt to the Steam community. 

Updates, Updates, and Updates


We're a small team (three people and only two coders) but we knew we needed to work on getting new content out for Salt and pushing the game forward. Some updates went quicker than we expected and some took a lot longer. Overall though, we're pretty happy with a lot of the changes we've been able to make to the game over the past year. Thanks to the very constructive feedback from the community we've been diligent on trying to make the game more fun, adding more content and polish to the overall experience. Here's a look at a few of the major changes we've made over the past year: 


Update 1.3 - Merchant Quests



Early on we knew we wanted Salt to be more than just exploration. We wanted Salt to have adventure, and this meant adding in a lot of RPG elements as the game developed. One of the first RPG elements we added were merchant quests. Originally, merchants just sold items and didn't have the little question mark you see today. Adding these quests opened the door for us to add purpose behind a lot of the content in the game, give you direction and a sense of objective, and reward you for taking part in these quests. 


Update 1.3.1.0 - Ship Customizations


Mmm...cozy. 

This was perhaps one of my favorite updates. In this patch we added the ability to customize the ships you create and find throughout the game. This meant you could add beds, paintings, tables, storage chests, and more. Ship customizations really allowed you to personalize your boat and make it your home. 


Update 1.3.1.1 - New Island Generation System and New Grass



John liked to refer to this update as the Cataclysm. Essentially with this update we made some major changes to the way the islands generate, allowing for a much more robust system and much better looking islands. Since the entire world is basically procedurally generated, we wanted this system to be the best it could be. We also updated the grass in this patch and made it look way better. This was a highly requested feature and we were glad to finally be able to bring this to the game. 


Update 1.4  - Dawn of the Story


This was probably one of our largest content updates in the game. Our desire with this update was to implement the first portion of the main quest and storyline. Although Salt is very much an open and free to do what you want game, there is a story and purpose behind the world. We wanted to give players a way to discover this story and progress along a main quest line. In this update we added inns, new quests, new enemies, and a lot of new rewards. 


Update 1.5 - New Interface



Our original interface was pretty bad and was merely meant to be a placeholder. This was an update that we, along with the players, were definitely looking forward to. With this update we completely overhauled the user interface and inventory system, allowing for more organization, intuitiveness, and completely new content such as player stats. Though we've still got a few tweaks we will likely make to the interface, this overhaul was much needed and I feel really progressed the game forward in terms of polish and experience. 

Update 1.5.1 - New Models


I won't lie, the old pirate models still hold a certain place in my heart. They were so horribly ugly and disfigured that you really couldn't help but like them. That being said, we knew we needed to replace these models. Our goal with the new models was to keep the look in the same art style of the game, but to have them far more polished. We are very happy with the way the new models turned out and with the new animations they have as well. 

More To Come


In addition to a lot of these major changes, we've also done a lot of work under the hood and work to spread out the content in Salt. Over the past year we've added new island types, new enemies and bosses, secrets, a ton of new items, lore books, quests, and of course a lot of bug fixes and improvements. 

We've still got a good ways to go, but we are excited to work with the community through this process and make the game as fun as possible. Here's a list of just some of the content we'll be adding to Salt in the future: 

- More island types
- Multiplayer
- Remainder of the main quest line
- Weather
- Factions

We sincerely want to thank all of you who have played Salt and helped us guide the game in the right direction. There is absolutely no way this game would be where it is if it wasn't for the support of our community and the feedback we get from you guys. As always, we'd love to hear your thoughts! 


- Will Sterling (Game Audio and Design)




Friday Dev Update: New Trading and Fishing


One Man's Trash


There are merchants in the world of Salt that deal in gold, but what if there were others that were interested in trading with another medium? Last week, I implemented a system that allowed for just that. Using it, we will be able to create new types of traders that can ask for any type of item in exchange for their goods.
 
We are making use of this new trading opportunity in the upcoming patch. This also opens up some fun possibilities for the future. For instance, we could create a strange hermit that believes himself a reincarnation of the great pandas of legend, and thus, insists on a strict diet of bamboo. He would have an inventory full of glorious shiny items that he will only trade for copious amounts of bamboo. 

As I said, we are already making use of this new system in the upcoming patch. There will actually be two new NPCs that make use of the system. The way it works is very similar to the way you are used to dealing in gold. Talk to an NPC to open up their merchant interface. Then, select the item you are interested in. Where you would normally see the gold icon, and the price, the gold icon will instead be the icon of the item that want in exchange. You’ll be able to mouse over the icon to see exactly what they want.


Fisherman's Delight


For those out there that enjoy fishing in Salt, I have some good news for you. There is some new fishing content coming with the next patch. The jungle islands will introduce a number of new types of fish to catch around their shores. Some will have special effects when eaten, some used to craft new potions, and others will be valued by a particular new NPC that is all about fishing.

Fishing in Salt is largely a game of learning and chance. Many fish have different ways that they can be caught, or are more likely to be caught. Figuring out what fish can be caught in which way requires some trial and error. What I want to do with the new fishing content is to apply a little touch of direction for some of the fish. This means there will be some fish you can learn about and hints at how to catch them before you catch them for the first time. I think it would be fun to know about a fish you want to catch and make it your mission to catch it. I’d also like to apply this same philosophy to some extent on some fish that are currently in the game. Perhaps a lore book or an npc that give some information on some fish.


Development Update


The update progress for 1.6 is going quite well. We’ve worked on AI to facilitate some new behaviors for jungle island NPCs, created new foliage, trees, and other visuals, implemented new NPCs and merchants, and  number of new equipment items, fish, and lore books, and coded a new system for trading with currency other than gold.

In the upcoming weeks, we will be working on adding in new quests, secret content, more items, sounds, and finally testing and polishing the new content for release. I'm looking forward to getting this out to you all.



- John Gamble (Lead Developer)

Friday Dev Update: Into the Undergrowth

Hey folks!


We’ve been making our way toward the coming update, and now I get to share with you a bit of what we’ve been working on. John has been hard at work adding several NPCs and a new type of enemy for the new island, as well as several other small improvements and under-the-hood work. Will has been creating new sound effects and lore books. I have been in the bushes, adding new kinds of foliage for the new island. Since we’ve made some good progress, we’re finally able to reveal…







Jungle Islands!


These islands will be dense and dangerous, with new friends and foes alike. We’re all excited about the new content to be found on these new islands, but I can’t reveal much more yet!


What I can reveal is a powerful new tool I began using this week, and one we will likely be using going forward. It’s called SpeedTree.


SpeedTree is a tool for building trees, bushes, and other foliage. Since Unity 5 was released, SpeedTree has made available a version of its software that works directly with the Unity editor, allowing quick, high quality asset generation. It includes a customizable Level of Detail system that works a lot better than what we have now, so you’ll have better looking, better performing trees. Here’s one of my test trees going through its LoD transformation:




I plan to make SpeedTree versions of all the trees currently in the game to maximize the performance and visual upgrades that SpeedTree provides. My love for SpeedTree has taken root!

Over the next few weeks we'll be revealing more details about the jungle island, so stay tuned!

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

This Week at Lavaboots: Music, Lore, and More


"Better get my climbing boots."

Ahoy, Mateys!

We've been hard at work this week on getting a lot of the technical and architectural foundations ready for the next update, which will feature a new island type! I can't go into many details yet, but we are very excited about it. We don't just want this new island type to be visually new, but to also be filled with new content and features to explore.

This week John has been hard at work on revamping our AI code for better functionality and features, and Rob has been working on the visuals for the upcoming island. Here's a few things I've been working on.


New Music


We get a lot of requests for the soundtrack to Salt, and I promise it's coming! We really want to wait closer to release so we are sure what songs we wish to finalize and include on the soundtrack. In the meantime however, you can stream a lot of the current in-game music for free here - 



One of my goals for this week (and this next update) is to get more new music in the game. I've been currently working on a new song for when you are sailing the seas, and I'm pretty proud of it. My goal for a lot of the music in Salt is to make you feel inspired and epic as you are traversing the ocean. The new song I've been working on is called 'Wonder' and you can listen to it early here: 




Player Instruments


One feature we will be adding that soon that I've been working on are player instruments. We haven't completely worked out the design of this yet, but basically you will find instruments throughout the world (lutes, drums, pan pipes, etc.), and you'll be able to click on them and play a tune. I want to also add variations as to what can play based on the instruments. So if you find a rare lute, it will play a unique sound and so forth. This will act as an immersive way for you to control when music happens in the game. Perhaps you just want to walk around your ship cabin and listen to some tunes while reading a lore book or fishing. This feature will allow you to do that. 


New Lore


I say this a lot, but I love lore books. They add a deeper element to the story and narrative of a world, yet remain completely optional and doesn't force you to experience it. This week I've been working on a new lore series called 'The Philosophy of Time.' This will be a multiple part series that not only tells an interesting narrative, but gives you insight into some of the secrets behind the world of Salt. 

Our goal with lore has been to not only provide brief stories for entertainment, but also to provide a deeper look into the mythology and purpose of the world you are exploring. 



 - Will Sterling (Game Audio and Design)


Friday Dev Update: Patch, Models, and AI Code


Here is what has been going on this week at Lavaboots Studios.

Patch 1.5.1 Pushed


First off, we got update 1.5.1 pushed live, which feels great. I’m glad we chose to go ahead and get that patch rounded off and pushed separate from the new island patch we are working on. 1.5.1 introduced the new humanoid models, rendering pipeline, and added some new content.


New Boat Models


Also this week, I have been collaborating with our modeler on some boat models! As part of the next update, we needed a new boat, so I contracted him to make one for us, which he did an excellent job with. The new boat makes the other boats in the game look unprofessional. And rightly so, as I modeled all of the other boats in the game myself (I am not a modeler). After seeing that, I immediately contracted him to model some more ships to replace some of the ones that I made. From what he has done so far, I think you’ll be pleased with the change when it comes.


Changing current ship models will, of course, ruin the placement of ship objects such as torch holders, beds, etc. I’ll come up with a way to handle this. I’m thinking I could add an option when inspecting boats that allows you to retrieve all attached upgrades to that particular boat.


I don’t yet have an ETA on the ship changes, as our previously planned content for next update takes priority. But I expect we will get them in either with the next patch or shortly afterwards.


AI Code


Other than pushing a patch and collaboration, I have been deep in the code this week. The new island is going to have a new NPC that will require different AI logic than what we already have in Salt. In order to facilitate that, I have been fixing up the system that we use for AI (we use behavior trees for those that are interested). I hurriedly left the system in a sort of a hackish state when I last worked on it, and it needed some cleaning up. That has been going quite well, and having a better underlying AI system will also serve us for the entirety of development.


Sounds And New Island Visuals


As for the other Lavaboots team members, Robert is diving into the visuals for the new island, and Will is working on sounds and music. Some new items we are going to add in the future are musical instruments that play songs when you use them. Will wrote a really cool pan pipe tune this week that we are going to use for that. I’m listening to it as I write this and it has me all relaxed.



- John Gamble (Lead Developer)