Who We AreWe're Omni Systems, the co-creators of Eufloria, Bioframe Outpost, and more. We offer game design features, dev stories, design innovations & lots of other useful things for up and coming game developers. We also frequently give away rare assets, concept art, and even entire games. We only share content that we value ourselves, rather than following trends. In This Edition:
Have at it! Eufloria 2 AnnouncementICYMI: Eufloria 2 is now in development for PC and Steam Deck. We got into far more detail in the previous newsletter, but the tl;dr is:
Dev Corner - How We Make GamesGamedev Series: Stupid little Dev Tricks That WorkThere are many very in-depth and detailed gamedev articles and videos out there, which is great, but sometimes as an indie dev with little money or resources you just need an fast-but-good solution. The Plantpot Method - Steep Slopes Edition It poses the question: Is it really necessary to spend valuable dev resources on your problem? Well, often the answer is, “no” or, “not now”, and instead make it go away with a simple trick or solution. Here is an example where the plant pot method is applied with great effect in Bioframe Outpost. Let us know what you think? Simplicity is often hard because it requires the skill to reduce a huge number of considerations into a small set of actions. This is why the Plant Pot Method can be so powerful, and we will return to it in future videos. Feature Game Dev Article - Butterfly InspirationPeople often ask about where game devs get inspiration for their work, so I thought it could be fun to share one of ours for Eufloria. This one may surprise you a bit. Aesthetic Palette Seedlings for example just have a simple body, wings, and a proboscus, with limited ways to create colour gradation. Additionally we were limited to a 5 colour palette, which is not much! We really struggled with this, and ended up with samey or ugly colour combinations, or creatures that just didn’t stand out against the game background. (A bit of a problem in an RTS where you quickly need to see what unit belongs to what team.) So we went looking for inspiration and eventually Alex and I found it in a lovely place. (May have just been Alex, I honestly don’t remember) Insectoid Inspiration So, we extracted the colour palettes of a bunch of butterflies, did some experiments, and ended up basing Eufloria empire colours largely on this concept. Here are some examples of different palettes we found: And translated to game entities and their empire colours they looked like this: Finally, here is how that looks ingame: Works quite well, right? Conclusion I am sure other devs/artists do the same, and I would love to see examples of similar sources of inspiration by other people out there. If you have any, please share! Gamedev Resources RoundupGodot Level Design + Quake = What now? Which is rather awesome* and also very useful. Some useful links: The func-godot plugin github page can be found here. A recent discussion on the r/Godot subreddit has some very interesting comments. *(Editor note: Rudolf has a background in the Quake mapping scene) Review Guesser This is quite fun in its own right, but after playing it for a while it soon becomes clear that it is an actually useful resource, as it does the following:
Try it for yourself. It’s on Itch and it’s free. From the Omni Systems LabEufloria Enemy Mine Level Design Log In this case, we’d like to share progress on a level that takes an existing game unit (the humble laser mine) and creates a game environment that favours its use by making the mine extremely powerful and effective, while the traditional seedling units are weakened. Creating this giga-chad of a lasermine completely changes the gameplay by making traditional tactics non-viable, forcing the player to figure out how to get the most out of these new laser mines. It is also another example of the “push your stats” design philosophy we discussed previously. Here is the first video about it; have a look. Btw, we have yet to name the editor. Some of the suggested names are too stupid to believe. “Fasteroids”? Really? Eufloria Classic Patch and New Content It features some really nice new content, including new types of levels and features that are pretty different from what you normally get. That includes an entire ambient experience mode/visualiser, which can run endlessly and looks like this: Super zen ONE HOUR LONG ambient asmr video. For the full patch notes go have a look at our Steam page here. Alan Dean Foster Interview Part 3 Watch Part 3 here. The Grab Bag - Stuff that is cool but doesn’t fit elsewhereWhat we’ve been watching/playing “The Eternal Castle [REMASTERED] is a remake of the original "ETERNAL CASTLE" from 1987, with additional game mechanics, sophisticated sound design, polished 2-bit CGA animated graphics, and modernized game design.” It certainly looks and plays the part, with a superb evocation of early classics like Another World or Prince of Persia. The thing is; there never was an original Eternal Castle from 1987, and when you start playing the game it soon becomes clear that there is a lot hiding under the surface, both in terms of lore, design, and artistic intent, pushing the game far far beyond a retro-nostalgia effort. This rabbit hole goes mighty deep. Bare Metal Bryan’s incredible deep dive is a great way to see that. Have a look. The game is hard, but beautiful, frustrating but artful, and frequently rewarding in that old fashioned way where you get a real sense of euphoria when you have been stuck on an area for quite some time and suddenly figure out what to do to progress. If that sounds intriguing at all go visit the Steam Page to see for yourself. Goodies PageAs always, go visit our goodie page for a plethora of free content, games, art, you name it. And that’s real free. Not bait and switch “free”. Check it out here with the password LOVEGAMES Sign Off
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Newsletter Archive Eufloria 2 In Development! In this special edition: Eufloria 2 announcement Announcement trailer Steam Page Launch Omni News Corner Eufloria 2 Is Coming to PC and Steam Deck Yes friends, the first direct sequel to Eufloria/Dyson is on its way, after all these years. (Steam page here, if you want to skip the bla bla and get straight to it.) Since this is rather momentous news from our pov we thought it worthwhile to send out a special newsletter edition dedicated solely to...
Charting the games universe with indie game veterans Omni Systems Read About our Mission Intro This edition: Bioframe Snap - hacking a cozy photography game Game dev feature - Push Your Stats! (BOuNCY GrEnAdeS edition) Steam review scores - how are they calculated? Plus lots more! (Read Newsletter in Browser) News Omni Systems News We have released more Eufloria content! We made a new arena level for Eufloria Classic which offers hugely diverse procedural elements, making it much more...
Charting the games universe with indie game veterans Omni Systems Read About our Mission Intro This edition of Game Invention brings you: How we fixed our game release communication mistakes! Part two of our indepth Alan Dean Foster interview. Various new mods and contents for Eufloria and Bioframe. And as always; many useful and fun resources to share with our subscribers. Hope you enjoy it! (Read Newsletter in Browser) Omni Systems News Alan Dean Foster Interview Part 2 We have released the...