I have an announcement that there is an update for the demo, but before I get into that and the list of changes: I would like to wish you merry christmas, a peacefull time with your loved ones and as for the non-christian members of this community hopefully a rest from work and great new years cellebration.
Additionally - we would all like to thank you all for participating and providing feedback to the demo, especially the playtesters but also everyone else who let us know on both the good and the bad sides. We are gathering and analising all your feedback, we are really happy for all the things you do like, and as for the things you don't like or issues/bugs you've encountered - most of them are totally addressable and will surely be improved before the full game drops. We learnt a lot from your reception of the demo and will happily and eagerly get back into production after some rest during the holidays, to deliver the best possible experience and make DDS2 the best it can be!
So - again - thank you all so much, enjoy the rest of the year and we'll see you in 2024!
As for the update 0.11.7, changelist:
Fixed the issue where you could get stuck in the bunker exterior door
Added an "Emergency teleport" option to the pause menu for any other map/geometry issues you might encounter - it will TP you out of wherever you might get stuck to a closest safe place
Added enabling/disabling of motion blur in the graphics settings and reduced the amount of the default motion blur when enabled
Added a V-Sync setting (default enabled) to the graphics settings
Added an FPS limit setting to the graphics settings (default disabled)
Added a Brightness setting to the graphics settings
Added a partial translation for the Polish language which should cover most of the UI, task and item names, substance and drug names, recipies, narrations, short screen hints, errors and notifications etc. (I am handling the polish translation personally to make sure is as accurate as possible, so considering all the other work I have I simply didn't manage to finish all of it in time, as there's a lot of it)
A potential fix for the crashes related to shader decompression (I say "potential" as we never encountered those on our side before, so you'll have to check if it's better for you now)
Multiple fixes to the Fog Of War on the map for joined clients, made it to universally work and load from saved games properly
Changed the defaut shadowing method accross the entire project which both improved shadow quality as well as improved performance (at least on our and QA side, please let us know on your experience)
A few additional minor changes, tweaks and fixes
Thanks again, have a great time playing and merry christmas ~ Rafał, Lead Dev.
For many, food is a means to connect with our loved ones and express our creativity. A backward understanding of what is to Diane (14-Kitchelin star winner), the opportunity for the highest expression of precision and skill. Here’s how we served up Diane’s visuals.
Why is Diane?
As chefs, we knew (and maybe were taught by) some very mean people that were simply the best at what they do. Diane is *insert generic angry chef tv personality*.
What is Diane?
We started knowing we wanted three things from Diane’s visual design:
An imposing character shilouette.
Her onion creatures and Hellenic heritage to be represented.
A knife; nothing is more precious to some chefs – than their knife.
Unlike our other Combat Chefs, our initial posing sketch had a strong bias towards Diane being tall. Our only major consideration in this study was whether she should hold her onion, like a Shakespearean actor, or wield it on the edge of her knife.
Power Costuming
While Diane balancing an onion at the end of her blade was poignant (or should I say *point-ignant*) it didn’t seem like a serious chef action. Instead, having her distinct chef knife Algae, named after the Greek spirits of suffering, sheathed on her leg was a great way to impose some authority while adding detail to the leg region. Additionally, Diane started with some heels. However, going back to our design principles of Diane, a serious, hard-working chef, would probably not wear heels in the kitchen.
The other part of Diane’s key costuming was her buttoned up chef jacket, long chef trousers and necktie. These imposed that “oh no, the executive chef just walked in, and I haven’t peeled the onions from this morning's delivery yet 0 _ 0” feeling.
Oni-on
The Onion GladiEATers have some iconic *cry on your enemy powers* inspired by onions' ability to make some people cry their eyes out (me included). Diane was embracing that by being the type of chef that makes you cry for making a mediocre broth. However, her design needed to be pushed to more onion heights. We did this through colour: Diane’s long hair was inspired by an onion’s root, turning it onion skin orange. Additionally, we braided Diane's hair to further that tangled root image. We then added an aqua-blue eye shadow, blue eyes and clear blue lenses, all to invoke the image of Onion GladiEATers’ crying eyes.
Below is an excerpt from our developing comic book, showing a younger Diane growing that braid to the impressive length it is now. Look at her, sharpening knives and peeling onions on the streets of Thessaloniki, Greece – a real go-getter. Finally, the Onion GladiEATers have a unique eye of Horus inspiration that we then had tattooed along Diane’s sleeve. Pro tip: In real life, you can tell a young chef’s power level by how many tattoos they have.
Hellenic Je ne ses quois.
To tie up the magnificence of Diane is a lining of powerful gold, on her: belt buckle, ornate knife sheath, glasses and Hellenic inspired crown and earring jewellery. We also incorporated the Greek Key on her chef jacket, a traditional continuous line motif. The geometric lines add to her precise and structured cooking style.
Pixel art precision
When converting Diane into her pixel art persona, we had her twisting her knife through the air, planning how she’ll cut up her dish. Ad*dish*onally, for Diane’s unique chef ability we have Diane shouting at her GladiEATers when they drop below 50% Health, forcing more Power out of them. The ability is a fun risk-reward where her strongest GladiEATers are also the most at risk of expiring. The ability is inspired by Diane’s type of angry-accomplished chef, pushing the most out of their cook underlings.
Was it your turn or mine to close?
Diane’s design pays homage to both her Onion goons, Hellenic heritage and angry chef in one composed design. We’re happy you stuck around and are excited to share even more Combat Chef, GladiEATer and mechanic designs soon!
Is there any kind of chef or cuisine theme you’d like to see represented in GladiEATers? Anything you’d like to see in Diane’s design? Let us know in the comments or on our Discord!
We work hard to further improve the game and appreciate your feedback! Here's the list of changes from last time.
version number: 1.05.019
This hotfix patch brings a fix for 3 major issues:
Wolf, Turtle, Flower Pot and Elephant tombstones missions could not be completed
Some players were getting disconnected from certain game sessions because they stayed on the "Voting Perk" screen for more than 30 seconds. The timeout has been increased to 50 seconds
PS5 / Xbox only: Music was never resumed after triggering a Naughty Eye
If you need more information, want to chat to others of our super wholesome and active community, join our Discord! There's giveaways, game lore and a lot of other players.
as I've stated before on my Discord, the project got into a difficult situation and it is with a heavy heart that I can't progress anymore with it.
1st big mistake was to choose a visual scripting tool to develop it in. As back in the days I didn't have strong programming skills, it seemed like a no brainer but what happened is that after 3 years of development I have zero control over UI or some gameplay bugs.
I can't fix some pop-ups, there are sometimes variables wrongly set for no reason and as the game gets bigger, there are no code optimization possibilities, especially for the automation processes. It is probably designed for some little games and maybe for people who want to learn coding and understand how it works.
2nd big mistake was listening to a lot of feedback and do a complete rework with new assets and waste a whole 1 year and starting over with a lot of features. It went on too big and hit a brick wall. Should have just did it my way as in the first version and finish it.
It started as my hobby project and gave me a lot of experience. It kinda remained like that as it pretty much earned almost nothing. Always streamed the content and showed only gameplay stuff. Somehow people still got their hopes too high and even felt like I'm being disrespectful. Sorry if you feel this way, that was never my intention. Best I can do is to learn from it and move on.
So there was the price drop before and I needed more time to learn what to do with it. As the visual scripting tool is done through 'Node system', 95% of the game is bound to it. Aaaand that's basically a start from scratch with C# code again. Well, after 3 years, I don't have any desire for that anymore.
The current game offers about 4 hours of gameplay. If you wish to play the old version of the game that offers around 8 hours of gameplay, right-click the game in your Library -> Properties -> Beta and in the 'Beta Participation' choose Legacy.
I can't make it free to play out of respect for people who payed for it. This is one of the cases where it should be stashed in Steam library without a pruchase option, but I haven't seen Steam offering this. I will contact the support and let's see what they can do about this.
If however there is someone who wishes to take over the project, I'd be happy to hand it over and will explain how the tools work.
Added a 'cinematic camera' menu in the sandbox, which allows you to: * Hide the UI * Hide the weather * Set the time of the day without influencing the simulation * Change the camera speed * Set fixed camera positions and rotations, and have the camera animation between tem
Other camera changes: * Added SHIFT as a camera speed boost button; if you fly the camera in one direction for 2 seconds, a hint will show to teach players about this * Shortended the delay noticeable when dragging the camera with the mouse; the camera feels more responsive now * Highlighting organisms is now disabled if you move the camera * The camera position in the organism detail view is now always as close to the current camera position as possible (no weird camera flips anymore) * The camera no longer moves slower on smaller maps * The camera position in the organism detail view no longer is very close to the ground on smaller maps
Main menu changes: * Added an extra 'game mode' selection view, with a warning the the sandbox will be unlocked after one scenario (lots of new players were confused by this) * Added icons to the filter buttons in the load view * Added a button to go to the save file location in your OS * Also made 'x' to skip the disclaimer work with Caps Lock turned on * Increased the the text size saying you can use x to skip * The green background when showing the title during the intro now fills the whole screen * Made title font during the intro the same as above the main menu * Put a warning below the ice age level (will be overhauled in the future)
Fixed flowers and the flower level: * Plants can be pollinated by animals again, and thus the main objective of the flower level triggers again * All nectar mouths can create wax nests now * Also unlocked the crab mouth by default, so you can go the 'insect route' if you want * Changed the ground softness so you don't need mangrove roots everywhere * Fixed the progress bar not responding for two of the objectives
Misc: * Made animal color mutations more likely * Made it possible for animals to also mutate to become brighter or darker * Made gasfruit animations smoother, so it really looks like they are floating * Removed high white clouds from the sandbox * If you click 'redesign' after mutating, you now continue to have access to unlocked bark and roots
-new model +1 Name: Crystalelle Gender: Female Age: 23 Introduction: In the realm of ice and snow, Crystal is the guardian of that realm, and she shoulders the sacred mission of protecting the harmony of the ice and snow elements. Powerful magical power runs through every fingertip of hers, but she never uses it easily. Instead, she regards care and tenderness as the highest rules for solving problems. She understands that the power beyond magic is the power of goodwill, a warm smile, and the magical magic that can transcend cold loneliness and bring people together. Crystal is not just a guardian, but also a leader, leading people to find the path of love and warmth in the ice and snow. Her presence, like the elements of ice and snow, brings a fresh and peaceful harmony to this magical world.