Jun 15, 2018
Tvori - Dima


Hi,

With this large update, we introduce a bunch of new features which were requested the most by our users—artists, animators, directors, all kinds of storytellers and fellow believers in Virtual Reality content creation.

Tvori was initially designed and developed to enable anyone to create stories and art in VR, the first version of Tvori released in 2016, following with more major updates in 2017. With a focus on the simplicity and speed of creation, we introduced an intuitive and friendly user interface, where users learn by doing. This simple and direct approach led Tvori to the forefront of real-time animation in VR, giving our users a way to bring characters to life.



Though we will keep pushing to further improve our real-time animation mode, we strive to improve Tvori for multiple workflows, so in addition to real-time animation, we are introducing Keyframe Animation with 3D curves editing. This highly requested feature will give our more advanced users more control over object and character motion, allowing for smooth and precise animation. So, you can now switch between the two modes to suit your personal workflow!

Asset importing was another among the most requested updates by our users. Tvori now supports the import of 3D models, (.OBJ format), images (.jpeg, .png formats), and sounds (.wav, .mp3, .ogg). In the beta build of Tvori, we have added import of FBX and gLTF as well as skinned meshes, allowing you to start the animation of your skinned mesh straight after importing via an auto-rigging system, an update to be released in the near future. You can also record a video inside Tvori by means of our camera system and export 2D video and screenshots.



Another significant update is all about working with sounds—you can import custom sounds and tracks, but what is probably even more exciting for our team is you can now create sounds inside Tvori using a microphone inside a VR headset. Also, you can work with sound on the timeline and in space, creating a draft sound design for a story, or add character voicing during the previz stage in Tvori and replace with final sound in production.

Many of our users asked for customization options when animating their puppets, so we added assets to the internal library to decorate and customize the default puppet. You can now create unique characters by selecting an object from the library or importing any accessory you want. Also, you can now separately color every part of the puppet, or even replace parts of the body with any other object by using the context menu binding tool.



The above two features—working with sound and character customization—enable users to create their stories all within VR without needing to remove the headset, allowing to concentrate on the creation process. Together with the import of custom models, sounds and images, coupled with the ability to replace draft audio recorded in Tvori with the final sound, our users have more freedom than ever before to create unique content in VR!

As Tvori continues to progress, we see the goal of all future updates and enhancements to enable the production process all from within VR—from pre-visualization to a final output, integrating Tvori into the full production pipeline. Tvori can be used at any stage of idea prototyping and further on in combination with modeling tools such as Google Blocks, Masterpiece VR, or Oculus Medium, create finalized content by using those assets with the animation tools of Tvori.

To assist in helping our users become more familiar with the new updates going forward, we launched a tutorial page on our website at www.tvori.co/tutorials. You can also play video tutorials inside Tvori when you see a question mark “?” next to an object, and press it with your controller.

We believe that the future it is not far away when any animated story, cartoon or film can be created in VR from the beginning to the end. This is more and more becoming a reality, thus we continue forward on our mission to inspire people to share their ideas, dreams, and stories in VR with Tvori!
Winning Putt: Golf Online - rctakkun

Buy one stack of any premium golf balls and get a second stack free!

It’s that time again – BOGO Golf Balls! Purchase any Premium Golf Ball from the Golf Supply Shop and get a second stack for free! Which means you’re basically doubling the value of your Platinum every time you pick up a set of golf balls!

Don’t miss out on this opportunity to fill up your golf bag with your favorite golf balls!

Premium Golf Balls on BOGO Sale
Normally 100 golf balls per purchase, all purchases will provide 200 golf balls per purchase throughout the weekend!
  • Rocket Ball (2pc)
  • Rainbow Ball (2pc)
  • Soccer Ball (2pc)
  • eXtreme Spin (3pc)
  • eXtreme Lightning (3pc)
  • Electronic (4pc)
  • Magical (4pc)
  • Hockey Puck Golf Ball (2pc)
  • The Heart (2pc)
In addition to the sale, we’ll also be selling some of our older balls at the Event Shop throughout the event at the same discounted price!

Extra Balls (Sold at the Event Shop throughout the Weekend Sale)
  • Flame Distance (2pc)
  • eXtreme Bomber (3pc)
  • The One (4pc)
There’s never been a better time to restock on Golf Balls and with so many different varieties to pick from, now’s the time to show off your flare as you tackle the green. Be sure to take a peek at the Golf Balls in the Event Shop since they’ll only be there for a limited time!

This Weekend Sale will run throughout the weekend and come to a close on Monday at 11:00AM PDT / 6:00 PM UTC.
Jun 15, 2018
Realm Royale Reforged - HeroicLeapJNash
If you have feedback on the inclusion of Elemental Weapons, please direct it to our designated Steam Discussions Thread.

Elemental Weapons
  • This build introduces new weapons for every class with the powers of Fire, Frost, and Spirit craftable only at the forge.
Gameplay
  • The accuracy and firing behavior of various weapons has been updated.
100 Chests - Coolingwil
100 Chests is now available for purchase on steam! Thanks to everyone on kickstarter who made this possible. If you come across and bugs or issues be sure to email me at 100Chests@gmail.com or @100ChestsGame on twitter. Thanks!
Jun 15, 2018
NAVYFIELD - NavyField GM
Dear Community,

To celebrate Father's Day, we will provide 500% veteran conversion rate from 16 June 0:00 - 18 June 23:59 Server time. It's time to prepare your crew for more battles ahead!



NavyField Management Team
Faeria - Atmaz
Tune in to Twitch TOMORROW and follow along a community discussion of the upcoming Fall of Everlife expansion.


WIN EGG BY WATCHING.

See full blog post here:

https://www.faeria.com/news/announcements/234-faeria-friday-expansion-discussion-stream
EDEN STAR - Clarkeh


Greetings Pioneers!

Oh we are indeed perfectionists, there’s a certain level of polish that we’re aiming for here before we unleash these changes upon the world. The quality of the experience and atmosphere is important to us, purely because it needs to be as immersive as possible to be the most enjoyable, even in its incomplete state. Once again everyone's doing a top job of pulling this together for everyone, and a lot has been done this week, including a fully finished model for our Huntermite creature!.

Here’s what the team have been up to:

John - Lead Designer

This week I have been reviewing the game for priority and prepping to take the latest build (with a number of bug fixes) to the Epic Games Center on Monday for 45 people to blast through it and give it a good playtest!

Matt - Art Director

So I’ve gotten to the stage where I’m adding embellishments to certain sections of the drop Pod, Venting atmosphere when you open the airlock, certain ambient sounds etc. Really helping this come to life. There are still a number of things like the players cutscene exit from the chamber when they spawn that need more love, but essentially it's working as designed at this stage.

Breakable glass has also been added to the storage areas around the airlock to add another element of interaction. On another note me and Tom H are starting to add our wreckage areas to the world which make exploring significantly more interesting.



Lee - Technical Director

This week I have completed the stagger/reaction work for the AI. I’ve been trying to work through the bugs with the help of Lauren too. I think we nearly have it bug free. My next steps are to start reviewing the combat with the AI so we can start to put some polish to it

Jon S - Developer

I have been working on a Join via IP interface to allow players to enter an IP to find and connect to specific servers a little easier!

Tom L - Character Artist

Sculpting the Huntermite has come to a glorious end. I'll be moving onto a zombie style character next!



Yves - Senior Developer

I’ve been helping the designers out by working on the interaction functions so that they can carry out actions on the foliage and rocks, we have a system for swapping out static mesh actors with normal ones and the interaction function needed to trigger it.

Ricky - Lead Developer

Started work on Deterioration for designers to start setting those up. Fixed some additional bugs with consumables when picking up a matching item that would unequip the old one, and a bug where modules refused to be equipped at all, preposterous.

Captain Tom - Designer

I’ve had a pretty busy last few days, but have finished off my implementation of the destruction system, so players will be able to hack apart my wonderful creations, as seen below:



Ontop of that, I’ve been breaking down our AI behavior by behavior, was well as continuing to review our current animations :)

Marcin - Designer

My job for the past few days consisted mostly of reviewing and improving our existing game systems. I’ve looked into oxygen balancing, marker positioning and visibility, and the airlock mechanics for our doors, which we’re going to be tweaking next week.

The current implementation of the airlocks feels a bit clunky and unresponsive so we want to improve that flow. Additionally we have started testing on the first implementation of the personal campaign, which is also going to keep us pretty busy.

Charlotte - Concept Artist

This week I joined the team at Flix and have been working on some different pieces of concept art featuring small, medium and large med-pack designs including iterations for a water container.



JT - Environment Artist

First time shower! Taking on a lot of the interior design for the sets and bringing them up to scratch for the game update. Mainly been working on a maintenance set that can do us proud to in comparison to Doom and rest of Eden Stars quality.



OG Tom - Designer

This week I have been taking a look at our melee weapon damage and balancing the amount of damage certain weapons do to both minables and enemies. Also I have been adding the buildables back into the game so you can construct bases but it's now part our narrative progression.

Tom H - Designer

This week I have been fleshing out Points of Interest around the base of the Transmitter down to the silo. This means filling the world with interesting rock structures, small camps, ship wreckage and some enemies and loot, to make sure there is enough for you Pioneers to experience in this world and make sure there is no way you can be bored! As well as this I have been making small design changes to areas such as the Dam, Transmitter and the terrain, all to make these sections the best they can be!

Lauren - Lead Animator

This week I have been working with Lee on the new AI stability system which will improve the feel of how you hit and interact with the AI. For this I have been working on creating new stagger animations along with improvements to what we already have and balancing the stability and attack force values together.

It still needs a bit of work but its getting there! The new system allows for thresholds of stability, so that when you wail on AI they will play proportionally bigger staggers. Next steps will be adding counter attacks so that there is a risk for staying too close for very long...

Along with the stability, I have skin weighted and added in the new Huntermite mesh which is looking awesome.

Andy - Lead QA

Jamie and I were tasked with getting all the issues, both small and large, listed and prioritised this week which has involved lots of Trello work, assigning tasks and bugging the developers in order to ensure that these are addressed.

Will H - 3D Artist

This week has been a continuation of the bridge assets. I have been designing and creating bridge barriers as well as debris and sand piles to help break up the modular look further. Metal railings on the barriers have been kept separate in order for the players to break them and gather resources. As for the debris and sand piles, we can add random items and resources on top for players to grab if they spot them.



See you in the fray!

-Team Flix
Jun 15, 2018
Tom Clancy’s The Division™ - UbiFrostX


Agents!

We are happy to introduce the newest feature to The Division with Update 1.8.2 - Shields! Found in the first tab of the Dossier, Shields are a group of unique commendations that reward both long term and new players for completing very specific challenges across The Division. The following four Shields will be the first available for you to earn with the launch of Update 1.8.2. Going forward, an additional Shield will become available every month for you to unlock.

  • Shepherd - Unlock the Base of Operations

  • Avenger - Eliminate 10 Named bosses in Manhattan, 10 in the Dark Zone, and 10 in West Side Piers

  • Deadeye - Complete all weekly High Value Targets

  • Hazard - Clear 25 landmarks in the Dark Zone


Shields

With every Shield unlocked, you will receive the following rewards:

  • One Audio Log

  • One Patch with the relevant Shield Icon

  • One Shield Cache

  • One Exotic Weapon

  • Two Classified Gear Set pieces

  • 2,000 Phoenix Credits

  • 500 D-Tech

  • Three Cypher Keys

    The Shields and the Patches are account wide, but the reward caches will be unlocked on the character completing the Shield itself.

    The rewards do not stop in The Division, as unlocking Shields grants rewards in The Division 2! As Agents collect Shields, you will be placed in a tiered system. The more Shields earned in The Division, the higher the tier you reach, the more rewards you will receive in The Division 2. A higher tier grants players more rewards:

  • Tier 1 - Weapon Skin

  • Tier 2 - Outfit and Patch

  • Tier 3 - Emote and Gear Dye

  • Tier 4 - Taunting Emote and Backpack Trophy

    Shields will help you prepare for the next chapter in The Division and challenge yourself in new ways. Collect the Shields, listen to new Audio Logs, and sport new cosmetics in The Division 2!

    /The Division Dev Team

  • Protolife - icxon
    GOOD NEWS EVERYONE!
    We are super excited to announce that Protolife is going live!
    So go grab a copy, annoy your strategy-loving friends, go build some blocks and do tell us what you think about the game.



    What's next?
    For some time after release we are going to monitor your feedback. There's also at least one mandatory update planned, which will include steam achievements and some other features that didn't made it to release. And then... well, it really depends on how good the game turned out to be. I'd personally would love to see some challenges and skirmishes!

    See you soon.
    Simian Rising - All Caps
    I like trees. They're just great, and for the most part I like to see them left alone. Sometimes though, you just have to face the fact that they're in the way or aren't contributing their fair share. I'm not sure what a tree's "fair share" would be, I just know that sometimes they're not providing it.

    Anyhow, for those of you who looked at the store page and thought the game made by some alt left green-warrior type, I've made a compromise. The offensive beam and offensive field are now capable of evaporating trees, almost instantaneously. In most cases it's still more efficient to go around them, so the choice is yours.

    Disclaimer: Very few actual trees were harmed in the making of Simian Rising. All Caps Industries opts paperless whenever possible and the office printer's natural state is unplugged. On the other hand, countless thousands of virtual trees have been evaporated in the course of development and testing. They grow back fast though--at least for now--and I feel that if someone wants to take out a tree, doing so to a virtual one is a viable alternative.

    Disclaimer: Nobody to this point has accused All Caps LLC or any member thereof of being an "alt left green-warrior type."

    Disclaimer: The "100%" mentioned in the headline is just a number meant to sound impressive. In reality this number is probably larger, but that all depends on how you measure it.
    ...