Disc Golf Playtest - CWD_gamedev
Soooooo as some of you know, I was going around meticulously placing knockdown colliders on trees one by one because Unity doesn't allow terrain trees to use trigger colliders. Well, I got fed up with that after two courses. There's thousands of trees for God sakes. So I looked into it and discovered that I can get the tree data on terrains. Using this, I created a tool that would allow me to instantiate collider prefabs (with trigger colliders) at the position, scale, and rotation of each tree on the terrrain. EUREKA!!! I was gonna be here for the next decade doing it the previous way... Anyway, I went back and undid the weeks worth of hand placed stuff and swapped it all out for the shiny new method which took about 1/10th the amount of time. So all the colliders for all the courses have been updated except for Volcano. I may leave it as is since there or no leaves on the trees there (so no knock down). Lmk what you think
Star Child - Bernard Alberic
Jay Ingle - lead developer, designer, and artist:

Today we can look at a new environment in Star Child, I call it Fire Mountain! I'm pretty happy with my weird alien plants, and their subtle animation when you touch them.



You can see below a decent example of the type of combination-ability platforming you will need to utilize to get those upgrades! We also have animated lava, some random lava particle spray, and some fireballs.



I can't show you every environment before release, but hopefully this will wet your appetite for more!
Vietnam War - thoriumgamelab
New content:

* AN-2 transport plane and improvised bomber variant are now available at air bases in North Vietnam plus at new small airstrips (many of them in Laos and Cambodia). Some are flown by NPC pilots.

* MIG17 and MIG21 now have bombs and K-13 I.R. guided anti air missiles (press left CTRL to turn I.R. seeker on/off).

* MIM23 Hawk radars and S.A.M. launchers added to some U.S. bases and missile cruisers.

* Enemy S.A.M. radars can now be hacked by player to turn transponder IFF protection system off.

* XM41E2 MANPADS added to U.S. armories.

* New XM41E2 Soldier type added to U.S. garrisons (ie not in squads). MANPADS Soldiers can no longer lock on aircrafts that have engines off.

* More soldier types in U.S. garrisons.

* Experimental Rocketstrap for player has been added. It has about 40 seconds flight time at full throttle. Hand weapons can be used while flying. Skill in rocketstrap improves fuel efficiency. Green variant has 33% more fuel but weighs 10% more (and requires skill lvl 10). They can be refueled at helipads. They’re found in some larger bases in fenced off and guarded areas and various other locations. Of course these weren’t actually used in the war for obvious practical reasons.

* Sapper charge (long stick with hand grenades tied together) added as secondary weapon for V.C. player.

* 43 U.S. temporary landing zones (L.Z.) added. They can be established during the game. Technically they aren’t bases (no flag to capture) but they have helipads and supplies. Also more small S.F. tent camps added. N.V.A. landing zones added as well.

* 55 V.C. river / coastal supply camps. They can be established during the game. They also don’t have flag to capture. The boat will sometimes be launched.

* Communication wires along parts of Ho Chi Minh Trail: These can be destroyed or wiretapped. Returning later to retrieve tapes will provide a bonus (size dependent on time). The data collected may reveal enemy units in the region on the map.

* Special forces wiretap mission. These will require crossing the border into Laos or Cambodia, so due to the distances, longer than normal mission time will be allowed.

* Unexploded ordnance added in some areas (Mk82 +Mk84 bombs, they may explode if damaged). Also more (pre-made) explosion craters added.

* V.C. munitions workshops added. Providing these with materials from unexploded ordnance will provide +3 mags, +3 RPG2 rounds, +3 hand grenades and +3 explosive arrows when you resupply anywhere for the following 25 to 50 minutes. It will also increase supplies in province.

* B-52 crash sites added (the ones loosely based on historical locations have been added to the map).

* Chinook crash sites added.

* Huey crash sites added.

* Parachute T10 model and sound added to player (press space when fall from aircraft).

* Pilot corpses hanging from parachute in trees. U.S. player will get a bonus to find it (if not already marked on map). And a bonus to retrieve it (just go under him). V.C. player will get a bonus to find it (if not already on map ofc).

* Single U.S., V.C., N.V.A. and N.V.A. S.F. snipers added (not part of squad or base garrison). Map icon is shown if you’re same faction.

* Air America new Golden Triangle missions (and new poppy field areas) added.

* Air America rice delivery mission setup updated. Also a lot more planes available now at the Air America bases in Laos.

* Hydra rocket big crate stack added near helipads in larger bases (rockets will fly in all directions during explosion. Supplies will be lost if destroyed).

* New option in general settings page 2, for “Land vehicles”. Few (default), medium and many can be selected. This setting will govern how many (new) land vehicle spawn points exist (see below).

* Land vehicle spawn points added for both factions. They can’t spawn until existing vehicle is destroyed. If oil drums are destroyed, no more vehicles can spawn there. Changing the land vehicle setting affects how many of these exist.

* N.V.A. land vehicle repair pads added.

* Repair pads now also refuel vehicles.

* More seismic acoustic sensors.

* Rain Poncho model added to player when worn (changed in inventory screen 2).


Improvements:

* U.S. soldiers will no longer run into napalm, V.C. will do it 50% less (yes).

* Big rice bag piles now provide up to 4 rations for V.C./N.V.A. player. They can also be destroyed now (XP bonus and supply loss for enemy). Destroyed model has been added.

* Big ammo crate piles can now be destroyed. (XP bonus and supply loss for enemy). Destroyed models has been added.

* Hand grenade explosions can now damage structures without directly hitting them.

* ZU23 will now fire in shorter bursts.

* Oil drum piles will now refuel player vehicle (and map icon added for N.V.A. ones).

* Damage direction indicator (red quarter-circle) will now update direction while on screen (to ensure it always shows accurate direction when player moves), and will stay on screen longer.

* Many terrains have been painted darker under jungle / forests.

* Some bases and terrains updated, and some missing villages added etc.

* Dogs should no longer push player and enemies when attacking.

* Rabies dog can no longer become loyal to player.

* Damage increased 10% for 0.45 ACP bullets (M1911 and M3A1).

* SG43 AA machine gun now allows higher vertical angle when player uses it.

* Bullets now cause less damage to light vehicles, and in particular damage from helicopter MGs will now do much less damage vs tanks, and moderately reduced damage against light vehicles. Against tanks, bullets hitting rear will do low damage, plus a chance hits elsewhere will cause damage (but even lower damage).

* U.S. fighter aircraft intercepting enemy planes has been updated.

* Conditions for when V.C./N.V.A. player is taken as P.O.W. has been updated.

* All S.A.M. Radars and launchers can now be damaged or destroyed.

* Air America rice mission descriptions now informs player to use a PC-6 plane to deliver the cargo. Also the bags should no longer be able to hit the plane sometimes, and should not be able to cause traitor if friendlies are hit directly.

* PC-6 now has more engine power but less lift.

* SA-2, SA-7, AIM-9 and K-13 rocket motor and explosion effects and sound updated.


Bug Fixes:

* Player movement updated in attempt to improve situation when running over hill tops etc.

* Soldiers will now be much less willing to run straight into napalm fires (the V.C. to a lessor extent though).

* Soldiers in player squad now have chance of not catching fire when human on fire runs into them. Soldiers and in particular player squad will now will be more careful not walking into bon fires.

* When loading game, base garrison troops spawning will no longer be wrong faction is base was taken.

* Some villages in Laos that would not load in have now been fixed: Laksao, Nakai, Mahaxay, Ban Phong, Muang Khong, Naksasong, Ban Phuong.

* Issues with land active land vehicles sometimes not respawning should now be fixed.

* Land vehicles should now only respawn if nearest base is held by their faction, and when loading game pre-placed ones will be destroyed if base has been captured.

* Artillery should now respawn gunners of correct faction (eventually) if nearest base has been taken by the enemy.

* ZU23 and ZSU57 now shouldn't spawn gunners (and thus can’t fire) if loading game and nearest base has been taken by U.S, and they shouldn’t be able to respawn crew either in that case.

* Helipads should now spawn helicopters of correct faction even if nearest base has been taken by the enemy.

* Airplanes spawning on the yellow markers should now be of the correct faction even if nearest base has been captured.

* Airplane roll control surfaces being rotated slightly wrong on vertical axis on some airplanes should now be rectified.

* Player can no longer drop a single bomb in some aircraft that are supposed to have none.

* Issue prevent AA missile UI icon turning on after using aircraft that don’t have AA missiles is now fixed. Also, infrared guided missile seekers in aircraft can now lock on aircraft of any faction. UI message and buzzer sound will now come when locking on.

* Issues where migs would happily crash into the ground at air bases in North Vietnam has now been fixed.

* A bug where V.C./N.V.A. player would sometimes be assigned to a new base belonging to the enemy has been fixed.

* Tiny white cube in Bronco cockpit removed, and pink mystery cube under green barracks now gone too.

* All villages in Laos, Cambodia, Thailand and N. Vietnam should now display name correctly in mission texts.


Thank you beta testers!
I will try to return to making more frequent updates and being more communicative. I've just been dealing with an unfortunate event in my family, but I'm feeling better now.
Vanquish Evil - arcadevictory



New Character: Sun Mage

Sun Mage is a powerful new character, the sixth and final character to be added prior to the launch of 1.0!

Sun Mage has a special ability called Sun Rays, which creates a sun-like circle surrounding the character -- rotating Sun Rays of death to enemies! Damage, Cooldown, and Duration will be available for upgrades to start.

2 New Spells: Time Bubble, Lifeforce Revive

Time Bubble is a dome-like temporal ability that when enemies pass through the Time Bubble, they're heavily slowed down.

Lifeforce Revive is an ability that gives the player a 2nd chance at the run. When the player is normally GAME OVER from their run, with Lifeforce Revive the player is given full Lifeforce + 3 seconds of invincibility to escape danger.

RECAP:

6 playable characters, each with their own unique Special Abilities and mechanically unique
10 meta items to equip/unequip for customized loadouts
3 map locations, each map location having 7-10 levels and their own unique biomes and enemies

Thanks for playing Vanquish Evil! Next update will be a major one too (the first ascended synergy upgrade!)

Nov 15
Wreckage - admin
Fixed soft-blocker: destructible billboard collision in challenge mode, Dry Tortugas level
CIPHER 61 - reliAttic

Hey everyone, long time no see! We're a bit late to the party but as some of you might already heard of, Unity has had a major security issue. So after a very very long time we needed to updated CIPHER 61 to a newer Unity version. Hopefully everything works the way it worked before, but without the... you know... security issue.

For those of you still playing CIPHER: Thanks so much for sticking with our small little game... which is almost 4 years old... time flies.

Cheers

Periphery Synthetic - niq

Greetings surveyors!

I’m excited to share a handful of features, enhancements, and fixes inspired by showcasing Periphery Synthetic at MDEV last weekend. These primarily improve the feel of the flight mechanics—especially on the airless lava moon, arriving next month in the final expansion. Yet, there are some smaller details here to help prepare for the expansion as well.

Enjoy!

v4.1.5 changes
  • Added certain artifacts as trinkets when collected.

  • Added audio notifications for toggling turbo and thrusters charge.

  • Added Alpha Periphery D3 to the skies of certain worlds.

  • Added visual labels to some clickable screen elements.

  • Recharged thrusters when collecting artifacts, caches, and trinkets.

  • Improved the feel and progression of the RCS system.

  • Revised thrusters tutorial text with new mechanics.

  • Fixed a focus memory issue on the material screen.

  • Fixed an audio ramping issue introduced in Chromium 140.

  • Upgraded desktop builds to Electron 38.

Out of Place: Origin - EmirKarma

🎨 Visual Adjustment Improvements

  • Minor adjustments were made to in-game images and visual elements.

  • Light & color balance, contrast, and composition tweaks provide a more consistent and immersive environment.

👻 Jumpscare Animation Updates

  • Timing and transitions in jumpscare animations were improved for a more realistic feel.

  • Sudden scare moments now hit harder and flow more naturally.

  • Minor refinements were made to camera shake and close-up effects.

Asteroids ++ - Infiland

- Fixed item drops, sorry for the huge confusion!

- Fixed spawning asteroids where sometimes more colored asteroids would spawn than they should and less normal asteroids would spawn than they should

- Nerfed the player strafing by dramatically decreasing ability power if the player is dealing damage to asteroids, so more damage dealt = more ability power lost

(Don't worry! You still get ability power back when destroying asteroids!)

- Fix issue where dark green asteroids didn't bounce off all bullets other than rocket type weapons

Also for a limited time until 24th november, weekly planet drops from 65 to 72 will be available as planets you can expect to get due to nobody having a way to get those planets for free

Enjoy!

Nov 15
Knights of Conquest: Feudal Shenanigans Galore - Gold
-fixed bug where some building icons weren't clickable
-added undead armies that invade border towns if controlled by players
...