AFTERBLOOM

Changelog

How AFTERBLOOM grew from an empty app on Sunday 18 October to what it is today, step by step, with one picture of the game as it stood at each step.

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Sunday 18 October

The first playable
  1. 01/Milestone 1Sim v1

    The Meadow: the first playable skirmish

    From an empty Next.js app to a playable isometric RTS in one evening: a base, a harvester, a squad and a living Seed Nest.

    The Meadow in the first build: a spire and a refinery on a concrete pad, a harvester at a yellow crystal field, houses and roads around.
    The first Meadow: classic procedural models on a painted ground.
    • A deterministic simulation at 20 ticks a second, with save-ready state and golden tests from day one.
    • The Meadow: roads, ruins, crystal fields and a Seed Nest that breeds Skitterlings and grows angrier when harvested near.
    • Selection, move and attack orders, fog of war, a minimap, and win and lose screens.

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Monday 19 October

Studio and the art pipeline
  1. 02/

    Base building, the console HUD, the World Builder and Afterbloom Studio

    The game grew a base to build and the tools to make everything else.

    A Command Spire with an orange collar, an arched Muster Hall and two wind-powered Atmospheric Dynamos on hazard-striped pads.
    The classic base of the day, as the story art showed it.
    • A Red Alert style construction panel with buildings, defenses, infantry and vehicles; power, repair and sell.
    • The bottom console: minimap, selection readout, command card.
    • The World Builder for maps, and Afterbloom Studio, a procedural asset tool with live 3D previews.
    • The landing page and its story art.

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  2. 03/Art v6

    The 2D game, drawn with Studio-rendered sprites

    Every unit and building pre-rendered through Studio’s offline renderer, with a sharp 3x tier for zooming in.

    The art version 6 sheet: every game sprite of the day on a dark grid.
    Art version 6: the first bake through Studio.
    • Units in 16 facings, vehicles in 32, with walk and fire poses.
    • Studio learned facings, sprite parts (a turret apart from its hull) and animation poses.
    • A 3D battlefield prototype was tried alongside.

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  3. 04/Art v7

    Studio assets cast in 26 game roles

    A generator for every library category, and the game’s roles filled with Studio assets, explosions included.

    The art version 7 sheet: portraits and in-game sprites of every role, buildings, creatures, trees and effects.
    Art version 7: the cast of the day.
    • Presets, per-part facings, effect materials and export checks in Studio.
    • Pre-rendered explosions and nest bursts.
    • Documentation for every generator and the casting.

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  4. 05/Mission

    Reclamation, and Red Alert style voices

    A 15 to 20 minute mission to retake a valley from the Crownwild, and units that answer when you order them.

    Story art of a squad retaking a valley from purple Crownwild growth.
    Reclamation, as the story art of the day showed it.
    • Reclamation: attack waves that grow, Brutes later on, a Super Nest.
    • Unit voices and an announcer, recorded with local text to speech and mixed live in Studio’s new Sound workspace.
    • The 3D battlefield prototype rebuilt to match the 2D look.

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Tuesday 20 October

The World Engine and the map builder
  1. 06/Sim v2

    The World Engine: worlds, rules, art and campaigns in one place

    One editor for maps and their missions, a rules editor every number of the game goes through, and campaigns with briefings.

    A mission briefing card over the battlefield, with objectives and a Deploy button.
    The first mission briefing.
    • Missions with objectives, briefings, debriefs and attack waves, saved with their world.
    • Every match plays by its own copy of the rules, and saves keep them.
    • Campaigns: missions in order, a briefing with Deploy, victory and defeat screens.

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  2. 07/

    2.5D for good

    The real-time 3D view was tried, measured and removed: the game is drawn in 2.5D from Studio sprites.

    Tanks and riflemen fighting by a refinery at the edge of purple Crownwild creep.
    The 2.5D battlefield that afternoon.
    • A benchmark mode for the battlefield views.
    • The fog of war lifted for good over explored ground in 2D.

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  3. 08/

    Sharp 2x ground (and back off)

    A sharper ground when zoomed in. It showed square tiles, so it was switched off until the map render could do it properly.

    A road crossing through grass at 2x ground detail.
    The sharp ground tier on a road.
    • Roads, grass, dirt, craters and cliffs at twice the detail.

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  4. 09/Art v8

    Sunresin crystals and the first Vanguard look

    Glowing crystal fields replaced the old heliopods, mined by a new Gleaner and refined by a new Refinery.

    A Gleaner harvesting a glowing yellow crystal field.
    The Gleaner at work on the new crystals.
    • Seven design rounds in Studio beside an art direction reference.
    • A crystalline harvest sound, and the landing page re-rendered with the new look.
    • The asset library: everything sorted by faction and world, with an animation player and a Sound tab.

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  5. 10/Art v9

    The map builder: real 3D maps, rendered into the game

    Maps are built in a real 3D view and rendered into the game’s ground, so the editor and the game match pixel for pixel.

    The Meadow side by side: the 3D editor on the left, the game on the right, matching.
    The editor and the game, side by side.
    • Place and tune library assets in 3D; save a tuned asset as a new one.
    • Wild ground, cracked concrete, real road crossings, water with sandy shores, light and seasons.
    • The map renders into the game’s ground and props.

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Wednesday 21 October

Vanguard, drones and the first mission
  1. 11/Vanguard

    The Vanguard faction: brief, Fabricator Core, drones and buildings

    The demo’s faction was defined: rounded, domed, clean-energy machines that print their buildings with drones.

    Library thumbnails of the Vanguard buildings: Fabricator Core, Refinery, Energy Core, factories, turrets, walls.
    The Vanguard buildings, final round.
    • The faction brief and six concept boards.
    • A shared module kit; the Fabricator Core, the construction drone and the MCV; then every core building from the kit.
    • Version history for every asset and the Evolution view, kept for the development videos.

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  2. 12/Vanguard

    Vanguard units and energy weapons

    Riflemen with laser rifles, Engineers, a Scout Rover, a Medium Tank firing plasma, and a Scout Drone.

    A sheet of the Vanguard units at in-game size among the buildings.
    The units at in-game size.
    • Laser flashes and impacts, plasma bolts and bursts, shield-hit ripples.
    • The Gleaner restyled to match.

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  3. 13/Art v9V3a

    Vanguard in the game

    The brief’s names and the new art in every mission: Fabricator Core, Energy Core, Infantry Complex, Vehicle Factory, Pulse Turret.

    A Vanguard base in The Meadow at zoom 1.5.
    The Meadow with the Vanguard base.
    • Riflemen fire lasers and tanks fire plasma in battle.
    • New sidebar portraits and tooltips.

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  4. 14/Sim v3Art v10V3b

    Walls, gates, shields, plasma cannons and Engineers

    New Vanguard types with their own rules.

    A shield dome rippling where creatures hit a wall while a plasma cannon fires over it.
    The shield takes the hits; the cannon fires over the wall.
    • Wall lines with corners and gates that open for your units.
    • The Shield Generator’s dome takes hits for the buildings under it; the Dual Plasma Cannon fires over walls.
    • Engineers repair buildings and vehicles; the Scout Drone hovers.

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  5. 15/

    The game shows the 3D map, always; one editor in 3D

    The old painted ground is gone: the game renders the map as edited, and the World Engine edits in 3D only.

    The Meadow in the game, rendered from the 3D map.
    The Meadow, rendered from the map as edited.
    • Crystal fields thinned out into separate clumps with grass between.
    • Re-recorded Vanguard voices and energy-weapon sounds.

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  6. 16/Sim v4Art v11V4

    Buildings printed by drones

    Buildings are placed first and printed where they stand by the Fabricator Core’s construction drones.

    Drones printing an Energy Core beside the Fabricator Core.
    Drones printing an Energy Core.
    • Drones fly out, print in layers with plasma beams, and can be shot down; the Core replaces them at a cost.
    • Priority sites; an MCV that unfolds into a new Fabricator Core.
    • Voice lines for the MCV, the Engineer and the cannon.

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  7. 17/Sim v5Mission

    The first mission starts with an MCV; unexplored land is black

    The Meadow became the first mission: an MCV and four Riflemen beside the old mall, and everything else built from nothing.

    The MCV and Riflemen by the mall in a lit patch of map, the base site marked in the black beyond.
    The opening of the first mission.
    • Objectives one at a time: deploy at the marked site, build a Refinery, deliver Sunresin, destroy the Seed Nest.
    • A Refinery comes with its own Gleaner.
    • Never-seen land is fully black; a beacon marks the base site on the battlefield and the minimap.

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  8. 18/

    A fast pace: 12 seconds at most, and no queue limit

    Nothing takes longer than 12 seconds to build or train, and a factory queues as many units as you can pay for.

    The Infantry Complex training a Rifleman with 17 more queued, six shown and +11.
    A long queue: Sunresin is the only limit.
    • Build and train times scaled down: the Vehicle Factory and the MCV take the longest, 12 s.
    • The queue holds 99 a factory; Sunresin is the real limit.

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  9. 19/

    A deploy site on the ground, and a Core that packs up

    The base site is marked on the ground and turns green when the MCV can deploy; the Fabricator Core packs back into an MCV, as in RA2.

    The MCV on the old base pad, the deploy markings around it glowing green.
    In range: the site turns green.
    • A dashed ring, a glow and chevrons, drawn above the fog until the site is seen.
    • Pack up (G) folds the Core back into an MCV to move the base.

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  10. 20/Art v12

    Units aware of each other; vehicles on ramps

    Units take spots of their own, step aside instead of being shoved, and vehicles turn before they drive and pitch on ramps.

    The MCV climbing a ramp onto a plateau, drawn nose up.
    The MCV climbing, nose up.
    • Units sent to a rally point settle side by side.
    • A bulky MCV keeps clear of walls on its way.
    • Every vehicle drawn nose up climbing a ramp and nose down coming down it.

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  11. 21/

    Walls as in RA2

    Click in line with your walls and the gap fills itself; the wall stays in hand for the next run.

    A green preview of a wall run filling the gap to an existing wall.
    One click fills the gap.
    • Drag a line where there is no wall to fill to.

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  12. 22/Mission

    The first mission, played through

    A full playthrough found a deadlock and a slow start; both fixed, and the mission is won in about six and a half minutes.

    The Mission accomplished screen over The Meadow after six and a half minutes.
    Mission accomplished at 6:32.
    • Two Gleaners meeting head-on now keep to the right and pass, instead of stalling the economy for good.
    • The Meadow starts with 5,000 Sunresin, so the first tank comes at 1:40 instead of 4:54.

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  13. 23/Sim v6

    Drone levels, RA2 placement and faster Gleaners

    The Fabricator Core starts with 4 drones and is upgraded to 48; a building needs four to print; buildings go beside your others.

    Forty-eight drones printing two Vehicle Factories at once beside the Fabricator Core.
    All 48 drones out on two factories.
    • 12 upgrade levels, each dearer than the last; up to 24 drones on one building print it nearly four times as fast.
    • New buildings go within 3 tiles of your others, as in RA2; the Relay Node is retired.
    • Gleaners gather 25 Sunresin a second instead of 15.

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  14. 24/

    A Playbook and this changelog

    The asset catalog became the Playbook, a guide to playing the game as it stands, and the game’s history moved here.

    The Playbook: the MCV’s card with its portrait and stats, and the Fabricator Core below.
    The Playbook’s unit and building cards.
    • The Playbook: a match from the MCV to the nest, the controls, Sunresin, building with drones, every unit and building, and the Crownwild, every number read from the game’s rules.
    • This changelog: every step from the first commit, each with a picture of the game as it stood.

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This is where the story stands today. The next step gets added here.