RuneLight - Elmok
The Archetypes
The Archetypes are the main focus and goal of 0.3, aiming to add a lot more run variety and build diversity. There are currently 10 Archetypes in the game to build around, each with their own scalar stats and equipment. Some of the equipment features simple but unique stat increases, like

other equipment is more involved, adding new behaviors and mechanics. for example,

Finally, some equipment seeks to bring your strength to new heights by adding additional attacks. For example,


Other Changes
I've spent the last several months overhauling pretty much every aspect of the game. Weapon modifiers have been expanded, Player stats and abilities have been increased, many of the enemies have been updated, and there's a new map to experiment with.

Weapon Changes
  • Weapon Modifiers have been rebalanced and for the most part nerfed
  • Mana, Mana cost, and Cooldown have been reworked and rolled into one stat
  • Added over a dozen new weapon modifiers. some are simple, like

    other weapon modifiers are a bit more involved and scale dynamically, like

    These dynamically scaling charms seek to bridge the gap between your player's stats and build and your weapon's stats
Player Stats and Abilities
  • Removed Mana and Mana Regen
  • Added the ability to Dash
  • Added 3 new stats, for a total of 9
  • Added new charms to reflect these stats
Map and Enemies
  • Enemies can now drop item pickups, which heal up to 10 health on use
  • reworked many of the enemies on the Forest map
  • Added a new map, the Beach
Other changes
In addition to new content and mechanics, I've also drastically reworked the game's art and presentation


What Comes next
After 0.3, I believe RuneLight is finally in a good state mechanically. As such, instead of spending multiple months working on one major update, I've decided to split 0.4 into a series of 10 smaller updates. These updates will include lots more equipment, reworks to existing equipment, mechanics to balance out the larger pool (like rarity and weights), improved menus and ui, and a map to finish things off. I'll try to have updates out every 2-4 weeks, and I'll post announcements for any delays. Looking immediately forward, I expect to have a mini patch addressing smaller feedback out this weekend.
Sauna of the DEAD - 温野菜
How are you finding the Sauna of the DEAD demo? We’re on pins and needles without your feedback. Even a single word would suffice, so please let us know what you think!

We’ve released demo version 0.2.1, featuring two major updates:

・Improved visibility during Fever Time
・Detailed explanations of Fever Time effects and activation conditions



Fever Time is triggered when the sauna temperature surpasses a specific threshold. For example, in the Zombie Bath, it activates at 100 degrees.
When Fever Time starts, the screen becomes lively with spotlights and other effects. During this period, you can generate massive heat waves by vigorously swinging your towel without consuming stamina.

Both heat wave masters and zombies can enjoy the exhilarating experience of Fever Time. Be sure to give it a try!



Best regards,
The Sauna of the DEAD Development Team, Finger tip

23h00
Shadow Album - YAMAYURI GAMES
很高興地通知各位:



《冩真偶像 ShadowAlbum》在今天發布了【📱 DEMO】試玩版!

現在,您可以扮演Nira小姐姐,體驗冩真偶像的工作與日常了。

本遊戲改編自真實的故事,登場角色都有原型。我們希望通過這個DEMO,你能體會到渴望獨立的膽小女孩Nira在當前社會與網絡環境中所麵臨的真實傷痛,理解、帶入並幫助她樹立自信,勇敢選擇,踏上成爲冩真偶像之路。

◆願望清單抽獎

爲了慶祝Demo髮佈,我們舉行了願望清單抽獎活動——
把《冩真偶像》加入願望清單,有機會獲得正式版産品激活碼。

活動期間:即日起-6月12日
參加地址:https://www.lspsp.me/lottery

https://store.steampowered.com/app/2696120/_/

◆加入我們

我們建立了遊戲官方QQ討論群“Nira粉絲應援會LSP分部”,群號是【256473856】,您可以在群裡向開發者反饋您在遊玩Demo時遇到的問題,以及對遊戲的意見與建議。我們還計劃在新品節期間在群中舉行激活碼派送抽獎和反饋有禮等活動,期待您的加入!


Star Conflict - Super Glix


Today is a special day. Only on this day our ‘Veterans’ actively help newcomers and get a special achievement for this.
To do this, your squad needs players with a rating 1000 points below yours. Help them in battle!

Do not miss the opportunity to explain to beginners how an ‘adult’ fight should be: if there are players in your squad with a rating 1000 points below yours and you win the battle, then you, as a real defender, will get a unique achievement ‘Child Protector’.

Achievement can be obtained before June 7.

Sincerely,
Star Conflict Team
OLD SKOOL RACER - SURIFIER2020
  • Animations added to animals in Africa
  • Camera draw distance increased in Africa
  • Removed grass falling on the road in Africa
  • Multiple materials belonging to each category now in garage
  • Driver name and position visible above AI cars
  • New materials available in garage including platinum, amber, zinc and diamond
GAL Ramírez's LION - GAL Ramirez
Hello everyone, I know it has been a long time since the last update, it was a busy month for me, however I finishing work in new content the should be ready for the end of this month in June and another for July, as for what has been done to this update…
WELL, IT’S A LOT.
First of all

Synergist Role
A New Whole Role has been added to the game named Synergist, the synergist role is a support type of role where the child that is place in it will be constantly applying buff to the other children, and their Leader Rosamunde, and also will apply debuff to all enemies that does not have the particular debuff that a child class casts.
The type of action it performs is based on their stance, meaning that if they are in aggressive mode, they will perform debuff on enemies.
In Support mod will do Buff on Allies and Rosamunde, and in Sentinel mode to both while also applying another improvement.
Here is a list of the different skills or actions the children will do:
Cut
Enemies - {Bleeding} Bleeding Slice (A low damage attacks that causes bleeding after several hits)
Allies - {Adrenaline} Battle Cry (Increases The Vectors endurance value increasing the Charge while the effect is on **Increases Endurance Attribute**)
Impact
Enemies - {Deprotected} Armor Breaker Smash (Reduces the armor Value of the Target enemy, making them receiving more damage)
Allies - {Guarded} Defensive Drum Smash (Increases the % to perform defensive actions like Evading, Dodging and parry
Pierce
Enemies - {Poisoned} Poison Dart (a poison dart that has high chances of causing poison on enemies)
Allies - {Veil} Repel Wind (protects against debuff decreasing the chances of them landing by half)
Magic
Enemies - {Slow} Slow Constrains (Decreases the speed of movement attack and action on allies)
Allies - {Haste} Haste Clock (Increases the speed of movement attack and action on allies, Increases Agility Attribute
SENTINEL Stance Buff
Enemies - Cursed Aura (The enemies are Have their Damage received increased and any buff they might have are removed one by one after a time, is good to place long range synergist in sentinel mode so will reduce the defenses of certain enemies)
Allies - Blessed Aura (It Cures Allies against debuff after being a time on the Area, It also increases the speed at what the children recharge their charge, Note also the medic Role Children can cast Esuna when they detect the child has a debuff applied thus removing the Debuff

Sentinel Mode Passive Buff
Now the sentinel mode does several things to the child that is in this area guard state, first, it will increase the evasive percent of the skills, Evade, Dodge and Parry, but mostly will add stackable buff based on the role of the child.
For example:
Attackers Or DPS:
Cast an attack Up Buff, increasing a bit the Attack of the child or base damage, note this effect can be staked and increased fi more Attackers are placed in sentinel mode, and the more children stay inside their bounds the effect will add increasing its power, to the point of being able to cause x2 or x3 the amount of damage the more children stack Attack up from sentinel Attackers zones.
Defenders or TANKS:
The Defenders in sentinel add Damage Reduction to the allies and children inside of the area reducing the damage that the children receive, the more of this effect are staked on top the more damage reduction will receive to the point of reducing damage of attacks from enemies to less than half
Healers
Healers sentinel areas applies passive healing to all children and Rosamunde when they are inside of the area, making the effect more powerful the more is staked and getting more healed the more children are in Healer Sentinel area close to each other
Synergists
:Synergist apply two different debuff when they are in sentinel mode, the effect applied depends on the target of the child from the sentinel area, if is an enemy, it will apply A debuff that causes the enemy to receive more damage by decreasing the defenses, and if an ally then It Cures Allies against debuff after being a time on the Area, It also increases the speed at what the children recover their charge, allowing to attack more with them.

New Abilities, but not accessible yet
Several new abilities have been made, however I have not place them jet on the early aces world to get them in the game, at the moment I’m considering review all the abilities placed and change their location and witch ones are obtained as I have to start populating the main world of the final game with such upgrades.
These new abilities being made are to give more variety on special abilities for the different roles for the different child classes.
Among the new abilities that are being made are:
[b[u]]Green Pierce Ability[/u]
Decoy (Defender)
Ricochet Dart (Defender)
Guard Turret (Healer)
Healing Bombs (Healer)
Blue Magic Ability
Obsessive Jinx (Defender)
Force Field (Defender)
Astral Canon (Attacker)
Yellow Impact Ability
Electro Charger Whisp (Healer)
Lightning Chain (Attacker)
Close Circuit (Healer)
Ground Cover (Synergist)
Red Cut Ability
Challenge Duel Stab (Defender)
Sword Dance (Defender)
Slash Storm (Attacker)
Stars Disks (Healer)
Improved abilities [/b]
A Lot of the previous abilities have been implemented,
New 3D Models have been added to them and also new animations and functionality, for example the sub machine gun now has a model and animation what will spawn a sub machine gun with a reticule indicating the ammo left, and there are many new abilities like this.
Now also several abilities have unique 3D Models that will appear on the back of the children representing third equipped gear or ability like the seeker missiles of the green pierce children, will make appear a massive missile launcher on the back of the child.

New Attack Plans Editor
The attack plans editor has been massively improved, the attack plan manager is the same for now, but the editor has received an overhaul, now it spawns a 3d space to better see the position of the children and new icons and selectors have ben put in place to better se the children positions and stances and actions.
This is the New One.
Quite an improvement.



Tutorial level Extension
The tutorial level has also been expanded, now there is a new section right on the first section of the game, after obtaining the double jump there is new path the takes deep into the forest, and better explain the combat system, Roles, stances and commands alongside the child launch and canon.

In the final game this tutorial section will be removed as the first section of the game will be tutorial and each upgrade will be properly made.
New Enemies
A new set of enemies has been made, right now I’m polishing them, and preparing the world to place some of them in the early access world as some will appear exclusively on the main world of the final game.
Among the new enemies are the:
Elementers
The Mecha Pawn
The Mecha Turret
The Killer Root



Tools Improvement and Combat implementation

The Tools the player uses to platform and traverse the world ca now be also used for combat, the climbing claws will grab enemies, the levitation will lift enemies that have no defensed.
However, the grappling hook and the mostly the rocket booster received the most drastic improvement.

The grapple hook can be used in two ways, if you tap the button of the tool, you will pull any enemy you hook to at you, pulling enemies in difficult of reaching areas or airborne enemies.

If you Hold the grapple hook button then you will perform a homing like attack at the target and bounce on them once you reach them, allowing to use enemies as platform.

The Rocket boosters on the other hand, has a new whole upgrade that allows to fly on static charged areas, this is done by simply suing the rocket booster on those sections.

As for combat the booster can cause a stun and knockback on the impact area useful to instantly tun several enemies.

Now the children can be commanded to use the tool in the attack plans and also im implementing the command to be called form the Radial menu and Management Battle Menu

New Radial Menu and PC Only Management Menu
The radial menu has received new improvement and also the presentation has been changed, this for clearer information, and ease of access, still there are some actions that need to be implemented that will be implemented for a hotfix as there are being cause by a bug that I’m investigating, this is mostly for the Special Actions submenu.
As for PC if you are using a keyboard and mouse only, I made a radial menu called management Battle Menu that uses only the mouse and a few keys of the keyboard to quickly command children in slow motion but with proper PC control

This is the new Radial Menu

And this is the Management Battle Menu

The Main World of the Game in Production
The main world of the game is now being made, at the moment the entire world is on the block out state and I’m placing where the upgrades are going to be obtained, at the moment some areas are blocked out, some have the base terrain and many of the dungeons are in blocking out state.

I’m sharing some of the progress here

Here are screenshots and videos from some of these areas, NOTE
SPOILERS OF LOCATION AHEAD

The Colossus Desert

The 1st Dungeon in block out state

The Judges Castle




Tons of Bug fixes and modifications
There is a huge list of Bugs I have been fixing, so huge I cannot place them all here, but I’m going to place the most significant ones, still the game is still in Alpha so many things will still break, thus I thank you all for your support with this game

Here is the List of the Modifications and Bug fixes made:

also increase the life of enemies, and make a global variable that can scale them up or down the same with the children
Parry, Evade and Dodge are executed when the children receive the Hit a calculation is made on the function to determinate the chance of doing any of the 3 defensive actions, will use Doge%, parry% and evade% + some calculations. When the child or enemy determinates an evasion will notify the damage actor resources which communicates with the ability system component to call their respective evasive actions
This will improve performance by eliminating the previous Evasion skills checks are require constant checks and expensive sphere traces
Make enemies launch s well Proximity attacks, these does not move the enemies while executing them like the Atlantios stomp, or a single target proximity attack like the children regular attacks
Remake the Rosamunde combat system so implement the concept of sabotage
Fixed issue with the cinematics of bosses mainly that spawned the enemy twice when this completed normally
the children HUD does not update when new children are obtained and remains invisible spatially when the new game starts
The buff and debuff added to Rosamunde appear next to her resources on the HUD
The Poison field ability did not caused damage as well as the blizzard one with high armored enemies, this is now fixed
Problems with the child shoot, the Child on Hit abilities are not activating and the ones for pierce and magic have problems
the cloth reset after, landing, after using a tool, after Doge, and so on.

Rock launch, the rock ball is not working correctly, it should once hit continue forward the path alongside the surface


Future Plans
At the moment I have been creating 3D Models, Animations, Effects and Sounds to implement in the game and on the main world, the early access world will have 3 new areas and that will be it, the Red Void Section, the Carvers Section and the Fallen Rock Lake Section, these will be the last 3 area I will add, all the rest of level design will be placed on eh main world of the game.

However, some of the content made wills till go to the early access section like some new abilities and improvements.

Also, the judge’s coliseum will be improved and the more advanced challenge will be implemented, + another mode for endless combat for high score and upgrades between matches.
And of course, the main world of the game, since is in production will be sharing and posting in social media and my web page progress of the game and new developments and events the game participates on.

9SHOT - Kaulunkay
FIX:spawn time
Trap Genesis - Eroge Japan
Traps in motion at long last!

Trap series creators Aogiri Penta and Nishida Hajime bring us another exciting title that is more animated and more gorgeous than ever!
A cross-dressing yuri love story that will shatter its readers' sense of values into a thousand pieces!

https://store.steampowered.com/app/2183910
Trap Legend - Eroge Japan
Traps in motion at long last!

Trap series creators Aogiri Penta and Nishida Hajime bring us another exciting title that is more animated and more gorgeous than ever!
A cross-dressing yuri love story that will shatter its readers' sense of values into a thousand pieces!

https://store.steampowered.com/app/2183910
Trap Shrine - Eroge Japan
Traps in motion at long last!

Trap series creators Aogiri Penta and Nishida Hajime bring us another exciting title that is more animated and more gorgeous than ever!
A cross-dressing yuri love story that will shatter its readers' sense of values into a thousand pieces!

https://store.steampowered.com/app/2183910
...

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