Caravanners: Co-op Open World Camping - Akif Akdemir
🚐 Design Your Dream Van! | Interior Customization System πŸŽ¨πŸ›‹οΈ

Hey Caravanners! 🌟
With the upcoming Early Access, you'll be able to design your own dream camper van down to the finest detail! πŸ’­βœ¨

πŸ›‹οΈ Choose and customize your:

Floor Material Selection
Wall Material Selection
Ceiling Material Selection
Bed
Curtains
Seat Selection
Cabinet Selection
Decor Selection


πŸͺ„ Style:
Seat, Bed, Curtain Fabric Selecion
Furniture Material Selection
Woods, Patterns, Colors

πŸš½πŸ’‘ And that's not all:

Toilet 🚽

Sink 🚰

Fridge 🧊

Grill 🍳
…can all be placed and fully customized too! πŸ”§

🏠 Ceiling, floor, and wall finishes are also customizable.
πŸ›οΈ You can even create your own bed setup and pick the fabric style to match!

πŸŽ₯ In this video, we’re showcasing the freedom and creativity you’ll have when shaping your very own living space on wheels.

πŸ‘‰ Let your imagination run wild and build a camper that truly feels like home!

Steinstern - dopefish
  • In coop, the distance when split screen is activated has been increased.
  • Adjusted enemy health scaling slightly.
  • Reduced push back force of enemy attacks.
  • Fixed stage number text overlapping in higher levels.
GeckoShop - reptoidgamedev




Hi!

This is the biggest Update yet since the EA release, and there is still so much more to come!
Check out the Roadmap for more infos: https://trello.com/b/7O2IWuCE



Patchnotes:

  • NEW! 7x New Shop Decorations!
  • NEW! "Rack" Furniture! Store every type of item, build your own warehouse and keep stock of everything
  • NEW! "Picture Frame" Furniture! Show your favorite pictures! Put it on walls, or place it wherever you want
  • Once you purchase a pet, it stays now unlocked
  • TV links get saved now after reloading
  • Better performance
  • Customers choose now random checkouts, instead of a specific sequence
  • Added an indicator for shop deco that attracts more customers
  • UI rework, clean up
  • "Hold Rightclick" interactions are faster now (moving, selling)
  • Made so you can only get 1 restocker, to prevent dropping geckos and other bugs (if you already have more, feel free to dismiss them)
  • Fixed "Standing Lamp" holo not changing color when placeable
  • Fixed Game starting at UI scale = 0



BTW im still working on the Tank Deco bug, got someone else to check the code with me.
I've deactivated the Tank Deco feature for now, since i'm fixing around 5-10 files daily and that takes alot of time that could be spend into fixing the actual bug.
Hope this will get resolved soon!
Secret Agent Wizard Boy and the International Crime Syndicate - pluberski
OFFICES IN PROGRESS

The spies were in progress last update. This update, it's the PROGRESSOR OF THE SPIES BEING IN PROGRESS. We just got our first Wizard Boy paycheck, and it has granted us a lovely space to continue our wizarding development! In this case, we're not talkin' one, but we're talkin' TWO rooms. One is hosting Evan and my desks. One is getting set up for. . . well, some stuff that I'm working on materializing for the future (hopefully more on that later).

Here's a picture of all the Squishmallows I put on Evan's desk since he's not in the office today and if he reads this announcement he'll be notified in advance. (They're to greet him back to work.)



Spy Missions

In this time, though, we've still been making progress on Wizard Boy proper. We've finished the baseline of the missions system and implemented a handful. That might sound like a small task, but included is things like getting the UI finished and implemented, figuring out the best way to keep what hopefully will be a nice long set of missions optimized as the system checks for their completion, figuring out what types of missions will be fun, etc. etc. All in all, I think we have a very good start, but as with everything in development, it may need to change based on how fun it ends up being.



(Oh BTW new inventory screen too. Not necessarily replacing the old one but acting as a corollary.)



Working on the Dungeon

We've also done the paper design and started white-boxing the dungeon! The dungeon itself is going to be a bit different in design mentality to the castle. The castle is very open-ended and needs to function both as a playspace AND a sandbox area. The dungeon really only needs to function as a playspace, and any sandbox that comes out of it will be icing on the cake. With that in mind, we're taking some liberties on how to design it that we didn't have designing the current version of the castle - mainly, being able to focus on the mechanical functionality of each room as much as the "explorative sandbox" aspect. Next update I'll have more to show on it.

Testing Branch Update

I've gone ahead and pushed up the current version of missions to the public testing branch for anyone to play with if they'd like. Fair warning - we did suffer a bit of data loss early last week from me forgetting to commit my git changes before pulling down code that needed to be reverted, which meant we lost the little test spider dungeon thing I made last update. But of course the ACTUAL spider dungeon will be being sent up for testing soon enough, so I hope that's not too disappointing. (Oh, and as far as we can tell ALL of the inventory icons should be in there now.)

As always, if you're interested in joining the public testing branch, there's a space on my Discord to share bugs and feedback you encounter. (Link below this post)

Hmmm, I've just found out I was recently in contact with lice. I'm gonna' go figure that one out. Until next time!

- John
Grey Hack - Kurouzu
Changelog

- Fixed bug in shell.ping where disconnected smartphones were shown as accessible.

- Fixed bug when using decipher, scan, or mining on multiple terminals, causing the progress percentage and processing speed not to update correctly when launching a new one or canceling an existing one.
A Call From Under the House - partycrasherstudio
We're excited to announce we will be showcasing at PAX East this week! Come to the WPI booth (10032) and play a new demo of our game! Our game will be there all four days and we will be giving out detective stickers!

Tic Tactic Playtest - ranjan
The update adds some fixes for bugs noted with the map, along with adding seeded runs to the game!

There is a known visual bug with the map - if you continue an existing run, the map texture won't appear along with the map. I'll work on that and update as soon as possible. Otherwise, everything should be in order.

As always, let me know if you come across any issues!
City of Ages: Picture Supportive Text MUD (server and client included) - obiWanted
Filter Mode and Client Mode are commands that are designed to assist all Screen Reader technologies. One that I like that is free is called MUDlet, an open source and cross platform program to many operating systems.

Blowtorch can be found at GitHub for Android, there is a sdk, this is not at the Google App Store.

MUDRunner is for iOS and is still at the Apple App Store.

I am still looking for a Unity programmer to join the company, I placed Unity connection string into a folder if anyone is interested. Must be familiar with Advertisement technology Unity supports. Stage view, with a floating eye ball, and the stage slides away for each direction traveled in the game.

- DNL
Space Defender - Guillaume
You can now play the game on Linux or Mac!
TOTALLY BASEBALL - Jack @ Viewer Ready
Bug Fixes:
  • Resolved an issue that was causing the baseline anti-cheat alarm to out players on a home run.
  • The ball no longer gets stuck in your throwing hand if grabbed in Free Roam as the last player when set to Manual throwing.
  • Teleporting to and from the booth force releases all grabbed objects.
  • Resolved an issue that causes a player to be stuck on the field when the other returns to the booth in 1v1.
  • The ping display in the corner of the multiplayer menu now shows the correct value and color for your local ping.
  • The ping symbol no longer disappears behind menus.
  • The return to center ring is visible through the black screen again.
  • Realigned the quit confirmation text on the multiplayer quick menu.
  • Resolved a menu placement error with coin purchases.
  • Repositioned a few menu buttons so they would be attached to the menu.
  • Resolved some aliasing issues on menu titles.
  • The first dot of the cannon’s trajectory now properly animates in multiplayer.
  • Backing out of a multiplayer lobby and going into a new one no longer shows the incorrect venue.
  • The text and various other elements no longer disappear in Announcer Mode when fully zoomed in on the pitcher cam.
  • The player join text no longer displays behind the venue icons on the multiplayer venue select screen.
  • The strike zone no longer renders over part of the Quick Menu when opening the menu while batting.
Improvements:
  • Reconfigured backend interactions for ease of compatibility.
  • Added a persisting button highlight when choosing a locomotion on the opening menu.
  • Removed the crowd ambience from the Dirtlot.
  • Adjusted the size of the Quick Menu in all game modes.
  • Increased the operable framerate.
  • Updated some locker room visuals.
  • Jerseys in 1v1 are now set to home teams unless both players choose the same team.
  • Updated the lock icon on locked items in menus.
  • Koshien Stadium has had several visual components upgraded.
  • Several visual components have been upgraded in Mid Stadium.
  • Zevo Dome now has upgraded graphics.
  • Improved some visuals in Field of Dreams.
New Features:
  • Players now have arms!
  • You can now select which field to practice on in both Practice modes!
  • New music added to the practice modes.
  • The customizer avatar now has an idle animation.
...