Infinite World:Dice Team - 天河·龙卷

0.9.0.3 Added cloud save/archive. Fixed bugs.

Bloodright - OcO
Hi everyone,

Here are the updates from the latest patch:
  • Fixed issue where the stash could be accessed even if the "Stash" prompt didn't appear.
  • Fixed possible game breaking bug where some saves may end up corrupted after pausing and saving in quick succession.
  • Updated crafting recipe for shotgun shells. You will now need 1 gunpowder and 1 empty shell to create 1 shotgun shell.
Best and have fun,
OcO
Craft. Sell. Goblin. Repeat. - GreenRaba

The workshop has opened its doors!

Until November 15th, you can join the Playtest and be among the first to try the game.

Your feedback will help shape the world we’re creating!

Forge, trade, and explore!

STALCRAFT: X - Unskill

The Zone’s been busy this past month — and by “busy” we mean deeply concerning.

Over 655 165 hello's were shouted across the Zone’s wasteland. Most were probably ignored, but it’s the thought that counts. Approvals still outnumber disapprovals, proving that basic manners survive in the Zone… until the bullets fly.

The auction pushed past 290 million in trades. The economy is up, sanity is down.

Then there’s gravity — still undefeated: 121 970 stalkers somehow found a way to lose a one-on-one with the ground. Who knew the earth could be so dangerous?

Who says learning from mistakes is boring? 88 762 players tested grenades on themselves. Spoiler: bad idea.

Lemonade? 23 161 lemons were eaten this month. Apparently when life gives you lemons — STALCRAFT: X players eat all of them at once.

Up North, 1 932 stalkers were slain by rats. Yes, really. No, we don’t get it either.

Despite the Zone being mostly mud and misery, 465 players still found a way to drown. It’s impressive given how little water the Zone actually has.

And lastly, we have the artefact enthusiasts. Hundreds managed to die inside safezones thanks to their own creative builds:

352 — psy;
386 — radiation;
330 — bio;
88 — thermal.

Turns out “inner protection” isn’t infinite. Nothing like being vaporised by your own min-maxing.

The Zone continues its eternal cycle: greet, trade, explode, fall, eat a lemon, and occasionally disintegrate in a safezone. Business as usual.

Keyboard Soldier - Rogis

Enemy balancing :

1. Made waves more difficult from the start. Some of you said the starting point was too easy. It now scales way more the further you go.

2. Enemies are faster. Spawn rate increased.

3. Reduced the amount of rubbish enemies to a maximum of 3 per wave.

4. Increases chances of ore difficult words to appear by 10%

Mud shop item balancing:

1. Increase the starting slow from 7%*level to 8%*level

Shop appearance balancing:

1. Increased the starting change from 27% to 33% + any level up increases.

2. If a shop did not appear for 4 days it will appear no matter the chance.

Achievements update:

1.Updated the top 1 leaderboard achievement to be top 100.

Frostory - Team OOPArts

Hello!

Today, we'd like to introduce our game's pathfinding system.

Our first system was a simple tile‑grid approach.
With the A* algorithm, it explores the terrain in eight directions: north, south, east, west, and the four diagonals.


In the early game the terrain was simple, but in the new levels ropes and humans appear.
So we thought AI should also be able to make use of ropes.

To make pathfinding efficient, we needed to incorporate these features into the system.
We decided to build a navigation mesh to store such points.

Navigation Mesh

Here is the navigation mesh we completed after lots of coding.
For debugging, additional detailed information is shown in the editor.


Ropes are mapped as shown above.
We calculate positions where you can jump onto a rope to connect the terrain.


Based on this, we run pathfinding.
Each path contains information about different movement modes such as walking, jumping, and riding a rope, depending on the node type.
The navigator, described below, makes use of this information.

Navigator

If the navigation mesh is the terrain data, the navigator is the module that follows the path based on that information.
We implemented various sub‑modules to ensure correct path following.


Path Simplification Module

A path that simply connects nodes can be inefficient or look awkward.
To address this, we keep the movement within node bounds while straightening the path as much as possible.


This runs in real time.

Wall Collision Avoidance Module

If the AI unexpectedly touches a wall, simply moving along the planned path causes it to rub against the wall, which looks unnatural.

To prevent this, when the AI touches a wall we slightly turn its movement direction to keep motion natural.

Fall Prevention Module

Because our game uses a physics‑based movement system, the AI might accidentally run off a cliff.

To prevent this, the AI computes dangerous movement angle ranges within its current node that could lead to a fall.

Obstacle Handling Module

This module detects and gets past dynamic obstacles that block the path.

For these local searches we reuse the grid‑based pathfinding we previously built.

If it’s a small obstacle, we pick it up and move it aside.

Wrapping Up

Finally, here’s the AI chasing while using a rope.

Thanks for reading!

1:49am
Dungeon Settlers Playtest - Blacktea
  • fixed '!' showing for non-ally structures (EX : stone wall, long grass... etc)

Stars of the Valkyrie - Alictron

Hey Folks

Sorry the "Demo" version of the Stars of the Valkyrie had an incorrect installation directory in the latest update.

My Bad

Should be fixed

Rappelz - Julia


What surprises did this Friday bring us?

Right now and until November 5, you can get double the charm on White, Black, and Sand Dragon cloaks!

Yep, chances of you getting a +20 Sand Dragon Cloak have just doubled!

That's not all! The chance of success when upgrading the Lava Cloak is also increased by 2 times!

Hurry up, stock up on dark cubes and lava feathers and start sharpening!
Music Game - BNnnen
- Hid all AI content behind a "Show AI Songs" toggle and confirmation window in level select
- Added more non-AI music
- Tweaked UI more
...

Search news
Archive
2025
Nov   Oct   Sep   Aug   Jul   Jun  
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002