Homebrew - Patent Unknown - Phyzikov
https://youtu.be/sjcOpRIrc7I

From the team
We're extremely happy to announce that the biggest update we've had yet is ready for release!
There are a lot of changes, some of which we will not list because they're either internal, already shared with other news post, or fixes from the original systems we pushed out at the start of our private beta.

We've also decided to remove HB13 entirely, as it's been outdated for almost 3 years now, and our verification servers are down, so new players aren't able to launch it anyways.
We might go back to the old project and remove the verification process and re-bundle it back in Homebrew if the demand for it is high enough.

We've also made huge changes to the modding API, for most users, this isn't an important change. So we moved those changes to the bottom of the post.

The World of Homebrew
Our underlying world system has gotten a complete overhaul, allowing us to make worlds far larger than possible before.

This fixes the jittering you'd see when driving far away from the Valley, (or not so far away depending on your hardware..), and having insane amounts of space for future islands!

We also moved the islands around to better suit the new system, modified the existing islands, and inserted a new huge area to replace flat-lands.




To get a true feeling of scale, we suggest hopping into Homebrew Patent Unknown yourself, and fly around a bit.

Server Changes
The server has been rewritten to be more stable, and requiring less bandwidth per server instance.
We've run these servers since the start of our beta phase, and have had very little issues keeping them online!

Work on the server will continue after this update, where we'll optimize the internals, making it less resource-intensive, and allowing for more players online.

Other Changes
With the lua changes, we've rewritten our gadgets to have more features, more control, fewer bugs, etc.

The Settings also got an overhaul, all running in Lua!

There's also Discord Integration, a new Weather System, Tornados, Lightning, Blimps that populate the world, allowing server-client of variables (like time and weather), all moddable through Lua!
Feel free to play around with the default lua files (StreamingAssets/Lua/main/), and see what you can come up with!

We've spent a lot of time and effort making sure the Lua changes were stable and more complete, adding a couple houndred helper functions, to make everything easier for modders, and players.

Besides that, we've also implement a new audio-system in place, handling all the ambient sounds in the world.

In a future release, we'll be upgrading the audio for engines and the like to these new standards as well.

Main Changelog
  • Fixed Mouse not locking correctly when in-game
  • Fixed Game minimizing when alt-tabbing
  • Fixed glitch where water would bug at a certain depth (causing FPS drops)
  • Fixed Second Keybind not showing up correctly when bound to a new ID
  • Fixed issue with Equation Box where it would replace the incorrect token
  • Fixed wings not applying wind properly
  • Fixed wings not applying underwater drag properly
  • Fixed GPS boxes not displaying full world-position
  • Fixed Ramjets not working as expected
  • Fixed HBNoteBoxes not fading properly
  • Fixed Spectator not working as expected sometimes
  • Fixed in-game links that were no longer available
  • Fixed UI elements that shouldn't be blocking, blocking
  • Fixed Adjustment Tool (builder) slowing down the game immensely
  • Increased fog distance dramatically
  • Added "GameTime" to equation box ("time")
  • Reworked Wing mechanics to work with new World System
    • This breaks Propellers made with wings and Rotator and Hemi Servo!
  • Reworked Gadgets
  • Reworked Buoyancy to be more accurate
  • Reworked most chat commands
  • Reworked Chat
  • Reworked Terrain Shaders
  • Reworked Steam Integration
  • Reworked Default Vehicle Installer
  • Reworked Settings
  • Added Y-Invert option in Settings
  • Added quick-switch between Qwerty and Azerty in Settings
  • Added Weather Controller (see "/weather" in chat)
  • Added Rain
  • Added Tornado
  • Added Vegetation and Vegetation Manager
  • Added new Builder Tutorial (text-based)
  • Added new Gameplay Tutorial (text-based)
  • Added new Terrain (Desert)
  • Added new Race Track in Desert
  • Added new Airstrip in Desert
  • Added new Airstrip in the main Valley
  • Added Arc in main Valley
  • Added Danny & Joe in the Airfield (Desert)
  • Added HB13 Valley rework
  • Added Discord Integration (lua based)
  • Added async Part/Vehicle Browser
  • Added Ambient Sound system
  • Added Hints in chat (toggleable with /togglehints)
  • Added new Shadow-System for vegetation
  • Added Steam Display-picture loading in servers/chat
  • Added Blimp AI
  • Added Runway lights in Valley and Desert
  • Replaced Default Vehicles with a new batch
  • Removed Wheel Collision on your own Vehicles
  • Removed multiple unused meshes and Materials
  • Removed HE rounds from Vulcan
And many more internal changes and speedups.

Lua and Console Changes
There've been huge lua changes in HB, most noticably Lua has been upgraded to 5.3 from 5.1, allowing us to use the full range of RAM available instead of the first 2GB of your RAM, a ton of helper functions, and a lot of speedups.
Another change to lua is how the lua files are formatted.

The old method required a main function, where you set some basic things like "self.gameObject", that is no longer required.

local mod = {} function main(go) myMod.gameObject = go return myMod end function mod:Start() -- triggers on start of script end function mod:Update() -- triggers every tick end

The new method doesn't need this anymore.

local mod={} function mod:Start() -- triggers on start of script end function mod:Update() -- triggers every tick end return mod;

As some of you might notice, at the end of the lua file, we now return the mod table.
The other change is that your lua table doesn't need to be the same as the filename. So you can create all your mods with
local mod = {}
Making everything far less prone to errors!

If you want to learn more about Lua, or if you're not sure where to get started, be sure to hit us up on our Discord server, and ask around in #Moddinghelp.
Needless to say, all our gadgets and world-mods have been updated to fully utilize these changes.

The Console also got an overhaul, it's far more efficient, and no longer requires you to switch between lua and console shell.
You can simply type in any lua code and have it run, or trigger a console command!

EDIT:

We forgot to mention some additions to the equation box!
ifbigger(a, b, true, false) ifsmaller(a,b, true, false) ifinrange(a, min, max, true, false) ifnotinrange(a, min, max, true, false) ifequal(a, b, true, false) time()


DREAM - BUILD - ENJOY

And join us on DISCORD


May 25, 2018
PlataGO! Super Platform Game Maker - SteveDH
-Fix for flex bridge editor bug
-Fix for broken enemy shoot hits
-Fix for acid drops not hurting you (acid drops are actually derived from enemy shots)
-Fix for saws only hurting you once.

Was half way through moving the switch code around in preparation for expanding what it effects, I've tested and it still seems ok, but watch out for switch issues. Doing this build now because of the above issues that needed fixing.
EDEN STAR - Kittiedragon


Greetings Pioneers!

This week more of the new assets and enemy spawners have been placed in the level and the AI are being polished across the board as we progress. New effects and icons make it easier to see and differentiate the items in the world that can be harvested for materials and the spear and grenade are being tested and are nearly ready for designers to start balancing them.

Here’s what we’ve been up to:

John - Lead Designer

Back into the rigmarole of production. Been pushing the guys to get aspects of the UI working and in place, with some impressive item location hints being visually implemented with a similar look to glinting objects in the Bioshock games. The main focus herein is quality in the individual locations and gameplay engagement in those areas, which all act as a benchmark to future points of interest.

We’ll be sharing a playthrough video next week which will be incredibly exciting to share with everyone and, you’ll be glad to know that Andy and I are now in the process of working through the full timeframe needed to solidify the date of the next release, which is currently slated for the end of July, we’ll get the actual date to you next week once we’ve bottomed it all out.

FYI - Core features still remaining to do;

- Fuel system (Now have it as part of the player’s suit, just requires hooking into a stat and also implementing into structures)
- Manual Power/Structure connection gameplay
- Character selection (Basic)
- Death gameplay loop/new saving and loading

If we find anything else to share i’ll let you know in the comments this weekend!

Thanks for all of you who have faith in us, can’t wait to get this release out to you :)

Matt - Art Director

With the grace of time to give some tlc to the interior of the drop pod, I’ve been embellishing the space with atmosphere and markings that have really brought it to life. Hopefully you get this sense from the footage we’ve included as well.



Moving on I’ve still got a bunch of signage to put in around the interactive panels that control the airlock doors, otherwise the rest of the game is starting to follow suit with the next level of quality we’re aiming for.

Lee - Technical Director

This week I have mainly been concentrating on some debug issues which I hope to finally put to rest in the next could of days to do with spawning issues around navmesh not being generated properly. I’ve also started expanding the hit reaction system for AI so that Lauren can put in different animation thresholds depending on the damage they take.

Tristan - Lead Developer

This week I have been helping look over some of the grenade projectile and spear work with Ricky. It is looking really good and is now ready for some stat tweaking and animation polish.

Ricky - Senior Developer

Grenades and Spears as inventory items are in the testing phase and almost in now so animations and dev can start making them work nicely in the game.

Marcin - Designer

I have finished the first pass of implementation for the objectives system, with support for creating various missions and controlling their flow via campaigns. That also includes the first version of a functional user interface. The majority of the work however was spent hooking the system to the saving and loading, because nobody likes their progress forgotten. I also had to make sure that objects that are no longer relevant, usually associated with a mission that has been completed are properly disposed of to prevent memory leaks.



Joe - Lead Artist

Tweaking and prodding of various UI bits this week, I finished off the UI for environmental effects (Low Oxygen environments!) and tidied up the HUD stats, making it more obvious when your stats are taking a hit. I’ve also been overseeing Sam’s crate designs, which will contain some rather nice loot. “Loot Crates” if you will.

Tom Whaley - Artist

It’s been an exciting week, finally seeing everything coming together from all the disciplines inside Flix! I’ve finished modelling/animating the camp’s transmitter/relay station, as well as implementing various blood and footprint decals around the camp-site, using the environment to give the players a bit of a murder mystery to solve.



On-top of that, various bug-fixing and material magic to make things all blend together nicely :)

Tom H - Designer

This week I have been venturing into the Dam area of the starting section. Here I have been making sure that the spawners for all our wonderful creepy crawlies are set up correctly and ensure a balanced but challenging experience. As well as this I am ensuring that they are varied in ways that will make combat more fluid and less repetitive.

I have also been in the planning stages of the new art designs for the Bridge up to the Dam, meaning lots of documentation and meetings. Fun! But this will all come down to a highly polished section of gameplay that will provide players with a nice early section filled with exploration, combat and scavenging.

Sam - Concept Artist

Ahoy! For those of you who remember the rather underdeveloped crate image from last week, the first half of this week was allocated to getting that design to a better place. Since you last saw it, it has been through a few revisions and is now looking a lot more “smashable”, which of course is a large part of its in-game function.



Whereas other versions of the crate may have looked more functional and coherent, with handles and hinges, they were all in all coming up looking too robust and solid. Keeping the crate’s structure divided into thin-looking corrugated metal palettes remedied this issue, and so we have stuck with that option.

Most recently I’ve been working on some eye-catching new features for the UI, which will be replacing some of the notifications which are currently just plain text. Until next week!

Lauren - Lead Animator

A lot of smaller tasks this week and a fair few meetings to boot including reviewing the AI in general and helping design the new cumulative stability. I have been making various refinements to animations, namely the Stalker feeding animations and Charge attack.

I have made a start on the 3rd person animations for the new Spear and Shiv/Knife weapons, while fixing up the player animation blueprints to be easier to read and debug, and fixing a few miscellaneous bugs with the weapon anims.

Other than that I have been setting up more spawners, passing that over to the level designers and overseeing the placement of those spawners in the world, making sure they are set up how they should. I have to say they are working really well so far, we hope to get some footage to show for next week!

William – 3D Artist

Thanks to some material magic, many of the terrain rocks can be scaled to a large degree without losing detail, making them very reusable in a lot of areas. So, for the past couple of weeks, I have been giving these assets more accurate collision, in order to ensure that players don’t feel like they’re floating, particularly on rocks/cliffs that are scaled up a large amount.

Andy - Lead QA

The team and myself have been looking into the lots of smaller tweaks with animations, a in-depth review of the remaining AI tasks and getting my hand of the new destructible assets inside the lost colony bases.

See you in the fray!

-Team Flix
HEX: Shards of Fate - Dinotropia
Welcome to a round up of the week. We have upcoming Immortal Gauntlets, a new Merry Melee mode, and more!

Read on for full details.
Invisigun Reloaded - Sombr Studio


I'm happy to add French and Chinese to the supported languages (see your options screen), thanks to the excellent hard work and attention to detail from Jean Serfati and Kai Shao. That brings the supported languages up to 6 as these two new additions join English, Japanese, Spanish, and Italian. It's exciting to welcome in a new group of players. :)

To celebrate, enjoy the 35% off sale for a limited time!

While there are major things in the works for Invisigun, I still can't announce any details just yet. However this patch also brings a few more updates and bug fixes. Thanks to the Discord community (http://discord.gg/invisigun) for continuing to post suggestions and report any issues.

New
  • New localization: French
  • New localization: Chinese
  • UI: Language selector is presented on first launch
  • UI: Some title screen layout adjustments for localization (complete reskin later)
Updates
  • CRONUS: Finally has a unique victory pose (like the rest of the cast)
Fixes
  • GAME: GIF export files are properly closed when canceling
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled
  • GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host
  • GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects
  • GAME: Fixed missing left ember spawner on The Catacombs
  • GAME: Random map is refreshed when returning to the lobby from a match
  • GFX: Fixed the tint of Epi's ghost in his victory pose
  • UI: Fixed sorting of UI dialogs when in-match
  • UI: Fixed resolution "free" label value change when changing languages
  • UI: "Keyboard" is now properly localized on player selectors
  • UI: Fixed potential for game to stall if localized text parsing fails in some edge cases
  • UI: Better spacing in GIF end cards for multi-line Steam usernames
  • UI: Fixed Connect button being selected after removing IP digits using the GUI
  • UI: Various minor layout fixes for different locales
  • UI Fixed ready up indicator minor scaling issues
  • AUDIO: Fixed replays always playing SFX at max volume
  • EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot
Blazing Core (beta) - [incubus]


Battles will last from 17:00 to 21:00 (UTC).
Void Destroyer - chaosavy
Hey guys!

I've dediced to do a bit of marketing to go along with Void Destroyer 2's new look and feel.

If you enjoyed Void Destroyer and are looking for a space sandbox game, that lets you fly anything, build up fleets, capture bases and wage war - be sure to check out Void Destroyer 2!

http://store.steampowered.com/app/369530/

New Trailer - Alpha May 2018 -
https://youtu.be/h73B3nrSg1Y
Direct Link: YouTube

For those interested in what's been going on going on since the game launched on Early Access - here's a summary:

  • Tons of bug fixed, tons of bugs added, tons of bugs fixed
  • Tons of new ships, bases and other objects
  • Better fleet management
  • Fuel mechanic added (faster overworld travel)
  • Bunch of auto generated missions
  • Bunch of scripted missions (faction missions)
  • Ship capture
  • Black market bases
  • Field ownership
  • Rapid travel gates added
  • Base capture/blockades/ownership/management
  • Base - building ships and platforms
  • Remote interface (turning the game into a quasi 4x game)
  • Mobile bases
  • Multiple fleets and non-player fleets
  • Trade interface (expanded trade ship management)
  • Dynamic economy and rebalance
  • New skyboxes
  • New dynamic skybox system

Thank you for your support and interest in Void Destroyer - and hopefully in Void Destroyer 2 as well :)

Paul
May 25, 2018
Cossacks 3 - ungar3


Dear friends, this long-expected day has come!

Fifth rating season starts today!

New season holds many interesting updates:
1. Top 100 ladder players, along with winners of the tournament would receive special badges in internet shell, which would remain for the next seasons. In case player was in top 100 during different ladder seasons, only the best results badge would be displayed.
2. The rating system would be ELO. The game options are 5000 with 15 pt 2x2. Previous ladder would be reset.

Starting of the new season, would mean that last one would have a glorious ending!
We congratulate top100 players, who've got unfading glory and respect in our community.
We'd wish to highlight the three ladder leaders, since achieving a victory on such a long distance is an admirable feat:
1 place - [KR.S]fair_snow
2 place - [GFF]Rifman
3 place - [GFF]Petru_BwM

The winners of the first official team-based tournament "Season Clash 4" would also receive special badges:
1 place - 10fps ([-RA-]SAnek_PCT и Oldman)
2 place - Golden Guys ([GFF]Petru_BwM и GoldenBoy)
3 place - Воины кебаба ([-UNION-]testopal и [KR.S]Dandy)

Good luck in a new season and may the strongest win!

We wish us all a good day!
Escape The Pacific - Gamers4Gamers Team

Hi everyone,

the new Escape the Pacific version 'Alpha 14' is now available.

For this update we were mainly focusing on Animal AI. There is a new animal debuting. Some UI elements were refined and we were also able to fix some issues too.

The Animal AI has gotten some new features: Crabs aren't traveling on their sides and when they "see" the player approaching from the front they try to escape. This feature provides an interesting experience, now that crabs are easier to catch from behind. The turning mechanic has been also upgraded a little so it is less possible that they walk in place and try to push some heavy object behind them - they rather turn over and walk away. The next interesting feature of the AI is that the crabs are wandering based on the Suns altitude - on the mornings and evenings they are walking more away from the water and near noon they are staying mostly in the water.

We have added a new animal - the Loggerhead turtle. Those make use of the same AI the crabs use but they will learn how to swim, how to eat underwater weeds. There will be implementations for useful turtle parts continually (shell for catching water, teeth for various tools, ...).

We have added an animated progresbar to the startup screen with game logo and also the Help screen texts were checked and corrected for errors.

We have fixed a very serious issue when the player was in swimming mode standing on his raft after loading the game. The issue with chopped down palm trees which were missing their parts/trunks after loading was also solved.

Changelog:

Animals:

01. Added: Animals (Crabs and so on) are now correctly following the terrain relief and aren't travelling on their sides
02. Added: Loggerhead turtle
03. Added: Turtle basic movement
04. Added: Crabs don't try to push objects and rather turn over and walk away
05. Added: Sun altitude influences crabs wandering
06. Added: When Crabs see the player approaching from the front they try to escape

General:

01. Added: Animated LogoScreen ProgressBar
02. Fixed: Checked english Help screen texts
03. Added: Multilanguage support for the Help Screen
04. Added: Spanish Help screen texts
05. Added: German Help screen texts
06. Added: Chopped palm trees don't lose their parts/trunks after loading
07. Tweak: "Force Single Instance" option turned off
08. Fixed: The first chopped trunk from a very tall palm is correctly saved
09. Fixed: The player character is no more locked in swim mode when standing on the raft after loading

We will continue with general rechecking of all of the game features and will fix issues as they appear. The sailing system will also need some tweaking and tuning. We plan to work on further improving the Crabs AI and make the Turtles AI capable of swimming.

There will also be some new gameplay elements, models and functionality added as fixing the remaining issues will allow us, which we'll take care of based on their severity.

Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.


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Void Destroyer 2 - chaosavy
Hey guys!

Seeing as the game has changed it's look and feel dramatically over the past few months - I've decided to do a bit of a marketing push. So I've created and added new trailers/videos and screenshots on the game's store page.

New Trailer - Alpha May 2018 -
https://youtu.be/h73B3nrSg1Y
Direct Link: YouTube

New explainer video - What is Void Destroyer 2 -
https://youtu.be/1kMcV4Fu390
Direct Link: YouTube

New mini tutorial video - Basic controls -
https://youtu.be/lBfwDJEm-v8
Direct Link: YouTube


For those interested in what's been going on going on since the game launched on Early Access - here's a summary:

  • Tons of bug fixed, tons of bugs added, tons of bugs fixed
  • Tons of new ships, bases and other objects
  • Better fleet management
  • Fuel mechanic added (faster overworld travel)
  • Bunch of auto generated missions
  • Bunch of scripted missions (faction missions)
  • Ship capture
  • Black market bases
  • Field ownership
  • Rapid travel gates added
  • Base capture/blockades/ownership/management
  • Base - building ships and platforms
  • Remote interface (turning the game into a quasi 4x game)
  • Mobile bases
  • Multiple fleets and non-player fleets
  • Trade interface (expanded trade ship management)
  • Dynamic economy and rebalance
  • New skyboxes
  • New dynamic skybox system

For those interested in what's on the agenda before release - here's a summary:

  • Main story
  • Faction response to base war
  • Proper implementation of carriers
  • More dynamic sandbox (events?)
  • Better implementation of "Kind" faction (missions auto/scripted)
  • More ships (focusing on larger ships)
  • More features - that I didn't even think of yet (!!!)
  • More bug fixes
  • More polish

While the above list may seem small... Adding a main story requires multiple months of thinking up and scripting missions/events/happenings, the addition of new ships, upgrades, bases, objects, etc. New features/mechanics/tweaks to support the story - and various other things I can't even think of yet.


Thank you very much for your incredible support - without you Void Destroyer 2 in it's current state wouldn't have been possible as with many indie/one man projects - sales fund development.


I hope that you are as excited as I am about the future of the project!


Thanks!

Paul
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