Remember our devlog about how engine, bump, and crash sounds are created for JDM? Today we will also take you into the world of phonography, but from a slightly different angle. We would like to present you with a video in which you can hear the sounds of nature and the environment you will encounter as you traverse the winding roads in Japanese Drift Master.
Realistic sounds
Some of the sounds for JDM were recorded by our sound engineer, who traveled to Japan to bring you the most authentic experience possible. During his trip, he collected a lot of ambient sounds from the streets, race tracks, and various service areas that are strongly associated with Japanese culture. You can read more about his trip in his devlog.
Radio stations
We know how important music is when driving! We are preparing a radio system with a variety of stations so there is something for everyone. You will be able to choose from a variety of musical genres to make your journey along Japan's scenic roads as enjoyable as possible.
That's it for today. Thank you for joining us and supporting our production. Feel free to join our Discord where you can ask us questions and discuss with other car enthusiasts. Also, remember to add Japanese Drift Master to your wishlist on Steam. See you soon!
Patch 0.15 ended up being too large for just one patch, so more content is on the way in the not too distant future, but I wanted to get this update out before March was over. I'll be waiting to see about balance and bugs in the new difficulty mode before adding the achievements for that, but they are coming. You can also expect that a lot of the new ring and equipment abilities will be getting updated sounds and visuals in subsequent patches.
As things progress, I'm getting a pretty good idea of what my content roadmap will look like all the way to 1.0, and how long that will take. When I first release a game in Early Access, I have a base idea of what i'll do to complete the game regardless of sales, and that's why I start small and try not to over promise. I can then look at sales and reception and let that determine which of my "dream features" or "bonus content" to add into my development roadmap.
There is a lot I'd love to do with Boons & Burdens, but its success will determine just how many of my dream features I can add. It's doing pretty well right now, so the future is pretty bright, but how bright is yet to be seen.
As always, if you're enjoying the game, and want to see it grow into something even greater, please leave a positive review. It's a big help!
For the more immediate future, here's a bit of what you can expect in upcoming patches, in roughly this order:
Potion powerups
A new game mode, and new achievements
A large polish patch: updated visual and sound effects, optimization, balance changes
A new playable class: With alternate equipment, unique boons, achievements, etc.
New boons, burdens
Difficulty 3
Oh, and a "Confirm Surrender" pop-up will be coming in the next patch too.
Key Features of patch 0.15
30 unlockable rings that can be equipped and upgraded
Alternate unlockable equipment for both classes
Hard Difficulty (level 2) with 4 new enemy types
Rings
30 rings divided into 5 categories
5 rings can be equipped total
2 rings can be equipped max from any category
Rings earn experience while equipped and can be upgraded once when their experience bar is full
Alternate Equipment
Each class has 4 new items that can be unlocked and equipped
These function more like sidegrades than upgrades, allowing you to customize your playstyle a bit
Not designed to be major alterations to the class's core playstyle so as not to encroach on future class archetypes.
Unlocked with achievements, not infernicite
Difficulty Level 2: Hard Mode
Unlocked when you achieve victory the first time
More enemies, faster spawns
Bosses have more difficult attack patterns
4 new enemy types only found in Hard difficulty
1 new medium enemy
1 new hard enemy
2 elite enemies: These are like boss rejects. Powerful for basic enemy types, but much weaker than their boss counterparts.
More punishing if you ignore the threat clock and take too long
Balance
The Pyro now gains invulnerability for the full duration of his Fire Giant's Horn Theurgic ability.
The Cryomancer's base Theurgic freezes enemies for 1 more second. Note: The text previously said it froze enemies for 6 seconds, but was only freezing enemies for 4 seconds. It now freezes enemies for 5 seconds.
The spinning enemies around the Qrystle Queen boss had their health reduced by 15
Steadyshot Cursed Boon: This is now a 25% damage increase for staff bolts instead of a flat 5 damage.
Psychic Splitter: Now has a brief recharge period of 1.5 seconds, bolts created by it now do damage based on a % of the bolt that hit it
Shadow Chant: Now also instantly resets any recharge time left when empowering the next trigger
Psyche Up: New effect: Psychic splitter now only changes directions when you recharge your staff. Still grants +2 staff charges.
Sacrifice Lethality: Now reduces damage by 2/3/4 down from 4/6/8
QoL
Adjusted a number of texts in the equipment menu to accurately reflect current stats
Any time you're invulnerable a small timer will appear above your head. Note: This will eventually be updated to be more accurate (only shows whole seconds), and will be coupled with additional effects, but works well enough for now.
Bugs
Fixed a bug that was causing achievements not to save locally. Note: This was not affecting steam achievement unlocks
Idle Champions of the Forgotten Realms - ChaoticEye
Penelope "Half-Pint" is a halfling who just wants to be everyone's best friend, even if they are evil, or a plant, or a rock. With friends that already include a treant named Neverember and a clan of chwinga that have adopted her, Penelope is ready for anything! She has the heart of a true hero and will always stand by her friends until she goes into shrub mode of course.
The World Turtle carries entire civilizations on its back through outer space. Cooperation, rather than conquest will save the day, so prepare to harvest, build, research, and explore the void in this wholesome turtleback builder.
👨🏽🤝👨🏼 Manage Your Meeps
Meeps are eager to work, enthusiastic like no other, and unfortunately, exceptionally disorganized without leadership. Build up the Meepvilization from a small village in one corner of the turtleback to a sprawling colony that has mastered the challenges of living on the literal back of a spacefaring reptile.
💀 Beware of Dangers
While space is full of opportunity, there is also danger! Sectors can impact life on the turtleback - alter the climate, water levels, or unleash (un)natural catastrophes. Prepare the Meeps adequately and help them survive the journey of a lifetime.
⏳ Join the Countdown
Don't forget to wishlist the game and join the community in our Discord to begin counting down to launch day! We are beyond excited to share this major milestone with you!
Removed automatic magic spell attack when rooted for lower level mobs Increased chest respawn time Fixed issue where Projectiles didn't apply multiple effects on AE's Config issue on launching game Preparations for server scaling
Hello there! With this next update we will be introducing a whole new skill tree and button rank system that will allow players to incrementally progress, upgrade and create their own "Button Build".
New Perk trees -
The perk trees are broken down into POP, Build and Survive. Each tree will promote a certain play styles and enhance particular areas of the coin and defence production.
We are closing in -
The final game is getting very close to the finish line, making leaps and bounds every day, with just a handful of features left to be fully tested (as of writing these notes).
We have also updated the Steam page with more up-to-date images and Gifs.
Plus a full rework of our description, bringing them more in line with the final game and making them Pop!
The feedback and support for Button Pops development has been amazing. Thank you! We will be announcing a release date very soon with a new trailer, so keep your eyes open.
Check out the patch notes below for a full breakdown of new features and bug fixes :D
Button Pop Demo Patch 1.04
Notes:
Fixed Bugs -
Tutorial getting stuck at certain stages - Fixed.
Slow mo effect constantly active when placing defence - Fixed (lasts a short time).
Some small enemies getting stuck on terrian - Fixed.
Enemy performance increase (especially on later levels with moving platforms).
Coin factories and energy generators performance increase (FPS).
New Features -
Button ranks.
Baby Button safe stage count down timer implemented.
Enemy spawn location will now unlock based on curated patterns with multiple possible outcomes.
Repair has now been moved to a select rather than hover to present. The cost of a repair is also relative to the overall cost of the turret level.
New saves seperate the Demo from the Full game.
Perk trees and skill points.
Coins are now converted to "Parts". Parts are used to purchase customisation items.
On death, parts are calculated at a lower rate, rather than the player receiving no reward.
Achievements are now active! (Demo version has restrictions).
Additional customisation items (Viewable in demo).
Continue to next mission now implemented (Demo - Restricted to the Tutotial and Green meadows).
Balance-
End reward values have been rebalanced i.e. more parts will be rewarded per victory.
Turrets and enemies are rebalanced (especially spawn rates). "A button difficulty" should be easier overall.
Safe status has had an increase in time (Baby Button and A Button).
Small tweaks to the efficiency of energy generators and coin factories.
All bosses have had a small reduction in health, reducing the time taken on the final wave.
All wave timers have been tweaked so that levels can be completed slightly faster.
Looking forward -
Fleshing out information in Buttonpedia.
Expanding difficulty information (In the mission select window).
Final release date announcement and trailer.
More on this soon!
Thank you for reading to the end and playing the Button Pop Demo, I hope you have enjoyed it! - Mark, Reality Adrift Studio
For more info check out our Devlog series and join the Button Army on discord!
Just wanted to provide a first update with Pyrene.
Firstly, we're super excited to see the positive reception to the demo! It's a good validation that we're on the right track so thank you for that. Before we get into the feedback, here is a list of changes to the demo that we pushed on Monday:
CHANGELOG
Features
Enemies now drop a votive shard when the votive altar is in play. This is the new way to increase the altar.
10+ new layouts for danger zones.
After the first victory, you can now start a run by choosing the starting biome.
A relic now indicates the number of cards left to draw to find the votive altar. It will be available at the start of the game, in the watchtower.
You can now switch between Zoè and Akohan simply by clicking on the card.
Balancing
Frost, bleed and dodge statuses now decrease by 1 after each move.
Some cards had their effects changed because they were either too powerful or useless (including honey, divine fruit, iron ingot, fire flower, ethereal shield, healing herb...)
Fixed many bugs and balancing issues that made the game too easy to "break".
UI / UX
For greater clarity, in danger zones, empty spaces are marked as inaccessible.
The "spend the night" button is displayed in red when you take damage. And a skull when it's lethal.
To better identify them, cards from our deck are now marked with a small flag below their value.
It's now possible to hold down the click to add wood to a building.
Managing save slots is easier.
FEEDBACK
As mentioned before, we're incredibly happy with the inital reception and overall positive reviews that came from the demo. Although it's a good first validation, we know there's room to improve.
In order for us to build a better game, It's important to better understand why you liked it or didn't like it. That being said, we made an anonymous feedback form with some questions to know more about your experience. No question is mandatory but the more information you can give us, the more we can improve!
We can finally announce that we'll be in the #TurnBasedThursday fest next week!
We're hoping this can generate more eyes on our project and we're actively looking at other showcases to participate in to branch out.
We've applied to a bunch but this is the only one that is confirmed as of right now. We'll keep you all up to date whenever we are chosen for other showcases.
THANKS!
That's all for now! We're still hard at work on the game but we're keeping in touch with our community on social media, Steam and Discord. If you haven't done it yet, Join our Discord! We share announcements first on Discord and we love talking to you all whether it's to talk about the Pyrene/Forward, game development or games in general so if you have any questions, you know where to find us!
Thanks for your time and have a great day, Two Tiny Dice