This week more AI balancing and refinements have been under way. This includes many individual small tweaks that, while small individually, really work together to in order to provide the best experience when fighting the AI. Also this week the visual final pass has been completed for the Dam area with the new maintenance set and lighting passes. We have also been designing the opening sequence UI to give the player more information at the start of the game as to their current stats, status and story.
John - Lead Designer
Voyaged down to Develop conference for the most of this week. Caught up with a lot of the awesome people that we know from a studio perspective. In between and whilst travelling on the train, I’ve been triaging tasks that we have in the backlog of the game to better suit our evolving crew!
Matt - Art Director
Been pushing to get our process a bit more concise this week as well as drive some of the level placement work. Excited to say we’ve had a few new artists come on board which has given me a chance to spread the load a little in terms of producing the artwork itself. This is only a good thing as we can have more awesome artists working on important stuff all at the same time, instead of loading it all on to one really awesome artist.
Lee - Technical Director
I’ve been working to iron out more bugs with the new combat reactions for the AI. Lauren has been playing it to death to find bugs and tweaks which are still needed, but it’s starting to look very good indeed.
Tristan - Lead Developer
This week I have been helping out with some of our new devs get up to speed and ironing out some of the third person camera issues with them and reviewing code and more code. With some extra code.
Joe - Lead Artist
I’ve been going over the new HUD/UI “boot sequence” with Charlotte, which will add some nice world building and tutorialisation to the start of the game. I also finished the optimisation work for the first area, which is helping claw back some valuable frames!
Carlos - Developer
I have finally hunted down our gnarly inventory crash! I am victorious! Anyway… yes, I have restored the inventory which happened to go missing whenever the Pioneer died. I’ve also been hunting down some of the other crashes which we seem to be getting on a regular basis.
Lastly, I’ve begun work on one of our new tool weapons, so you all have that to look forward to :)
Jon S - Developer
Moved a bunch of stuff that i’ve been working on for the player customisation over to development review this week. The character customisation feature displays during game setup giving the player complete control over how their character will look in the game world, from body size to space suit colours and gender, the player is able to view a live model representation of their character in the menu and see these changes carried over to in-game. All changes pending review.
Charlotte - Concept Artist
So I started the week by finishing the lift concept art I was working with last Friday, then moved on to creating some storyboard images for the opening sequence of the UI that will display when you enter the game. Think of a computer booting up, that's the effect we want to recreate! In addition to this, I have also concepted some simplistic designs for different crosshairs/reticles and more realistic for destructible rocks you will be able to find like Silicon, Silver and Gold.
James Brady - Environment Artist
Started working on a console which one of our talented concept artists created. It will be featured in the Dam interior. The console will be featured in events and interactive through it’s fancy holographic display.
John T - Environment Artist
Finished the full pass of lighting improvements for the depths of the Dam interior. I’ve moved onto some minor improvements for the other base locations. A lot of light sources needed to be more obvious with brighter more contrasted fall off areas to create the long abandoned rundown mood that we wanted.
Katrine L - 3D Artist
Hello everyone, I am new at Flix and very excited to work on Eden Star! Today I started creating a scrap pickaxe from some awesome designs created by one of our talented concept artists. The axe is currently in highres, the next stages will be to bake it down and plug it in the game.
Lauren - Lead Animator
This week I have been refining the Stalker and other AI, balancing their attacks while testing them in multiplayer, reporting issues for Lee and smoothing the experience where I can. I have also been working on the physics for death ragdoll and setting up syncing of animations during locomotion so that the directional animations blend better from one to the other.
Jamie - QA
This week I’ve been doing lots of bug retesting and I’ve been looking closely at some new problems that have cropped up to do with multiplayer. Me and Ryan have been looking at ways to make our bugs board more accessible for the team to help identify and find bugs that have already been made.
Which Way Out is a beautiful Physics Puzzle Plat-former full of illusions and deceit, what is real? and what is fake? what is there and what is not?. With a level designs that will make you think as well as test your skill at slight of hand. you will need patience and a curious mind to pass the many chambers.
Thank you very much, guys, for supporting Gray Dawn! As you see now, the game has received Very Positive reviews and that's just because of you! As a token of gratitude, we want to present you with the first update of the game. Hope you enjoy it and please if you encounter problems let us know! God bless! The update contains: *controller support *achievements *German, Romanian, Hungarian subtitles
Thank you for helping Hamlet regain his memory! Alas, he’s still lost and needs directions from you to find his way back home 🏠!
Remix “REMIX ME NAO” in the Stream or create your own by Sunday night to enter to win a wicked Mindshow belly button protector. That means t-shirt.
Make sure to share your show to the Stream and the Discord (https://discord.gg/Wtbjn33) by Sunday night (7/15/18). Here’s how you can enter:
1. Create your show giving Hamlet directions to come home. 2. Share it to the Stream by selecting the Share tab on the Hand Menu. 3. Film it and share your show in the Discord so we know who has participated.
Lastly, if you collaborate with another Mindshow player by remixing their show and we pick it as the winner, we'll send both of you a shirt!
Red Faction Guerrilla Re-Mars-tered - MegalomaniacNG
Hello,
Over the last week we have release already a few updates for Red Faction Guerrilla Re-Mars-tered. We will continue to do so. We are glad for every report.
Here is a summary of the changelogs so far:
Patch #1
- Fixed crash in rendering code (mainly when causing bigger explosions) - Fixed: Refresh rate should be correctly shown in options menu - Fixed: cheats should correctly be unlocked - Game can now run faster than ~120 fps, depending on hardware - Overlapped kill messages fixed - MP teleporting should at least be greatly reduced - Button prompts had broken trailing characters in some languages
Patch #2
- MP Teleporting should be fixed now - MP Next Game Button shows up after a match if you play without party - More diagnostic logging in order to find the cause of some of the crashes
Patch #3
-Multiplayer teleport bug should be fixed entirely now -Fixed a number of different crash cases -Fixed a problem with some controllers working unreliably under certain circumstances -Game shutdown is faster now -Added a "NEXT GAME" option to matchmaking -Added an option to disable camera shake -Added options to hide the different controller APIs (XInput, DInput, Steam Controller) -Added missing names to the credits -Added text to the title screen, indicating the currently active controls configuration
this patch makes it possible to create custom wallpaper playback rules per application and adds more effects to the editor.
Application Rules
You can now define custom playback behavior for any specific application in various situations. These take priority over the automatic maximized/fullscreen/audio rules.
For example, if you want to use 'Stop' for fullscreen games, but not for your browser, you may add a rule for your browser to make Wallpaper Engine keep playing the wallpapers while your browser is fullscreen, but otherwise stop them while playing:
You can also register screen recording programs to ignore them in Wallpaper Engine's audio detection. This allows you for example to keep Nvidia Instant Replay enabled on the desktop but also let Wallpaper Engine properly mute automatically while other applications are playing audio:
New Effects and Options
The 2D editor has a new multi gizmo that combines position, rotation and size of an object into one and it's now possible to edit particle control points directly on the wallpaper:
There is also a new 'playback rate' option on the right for each particle. This allows you to slow down the rate at which the entire particle is simulated just like in the wallpaper browser:
Wallpaper Browser
Each wallpaper that has parallax allows enabling and disabling the mouse parallax effect now:
Next Patches
The next big content patch will bring a number of playlist features, you can check them out on the roadmap already. This should include time based playlists, probably one of the most requested features right now.
Full changelog
Additions
Added application rules.
Added particle emitter option to only emit one particle max per frame.
Made playlist automatically skip missing wallpapers instead of showing an empty screen.
Added option to choose whether wallpapers should unpause during Aero Peek/alt tab.
Added focus per monitor option as the new default pause for focus (to be consistent with everything else).
Added more preset effects.
Added playback rate particle instance option.
Added control point gizmo and option to particle instances.
Added a multi gizmo as a new default 2D gizmo.
Added mouse parallax option to browser for wallpapers with mouse parallax.
Fixes
Fixed web wallpaper pseudo random generator not being seeded.
Fixed sprite sheet frame multiplier not being normalized on dx9/ogl.
Fixed scene wallpapers jumping in time when unpausing.
Fixed property presets overwriting meta information of properties (i.e. breaks image loading).
Fixed CEF shutdown freeze when any blocking Windows function is used at a similar time (i.e. editor preview visibility changes).
Fixed pagination when text filter is used.
Fixed partial translations resetting selected language when loaded too early with a workaround.
Potentially fixed a wallpaper resize issue when size changes are triggered too quickly and Windows starts blocking.
Fixed filter warning not showing up for approved/audio responsive.
Fixed fade window not joining the desktop icons correctly on some multi monitor configurations.
Fixed unsub on Workshop tabs also deselecting the wallpaper.
Fixed sound with 'loop' option only playing one sound forever instead of all sounds that were added.
Misc
Trying to update Boost Filesystem again without wreaking Havoc through exceptions.
Changed tray icon to use the win7 icon on win10 because it is otherwise invisible in the task manager.
Changed both Discover and Workshop tabs to show a popover since both are important and new users should see them.
You can now buy Captive's latest version with 70% discount, and enjoy the updated spooks and scares of the game by the cheapest price ever! What are you waiting for?
It's Friday the 13th, the perfect day to play a horror game. Dive into this mysterious tale of horror and suspense right now!
Summary
"Captive" tells the story of a woman who awakens badly hurt in an unknown cell, without any memories about herself.
With no recollection of the events that led her to that, and with her condition only worsing by the minute, she has to break free as fast as possible from this gruesome place while dealing with the dangers that lie in her path.
To survive you will have to be quick on your mind, solving puzzles while trying to keep from bleeding out.
Will you be able to escape?
Features
- A mysterious plot that slowly reveals itself to the player
- Puzzles and problem solving
- An atmosphere of horror and gore
- The survival aspect of keeping yourself from bleeding to death
- Mechanics inspired by "escape the room" themed games
- Original sprites and artwork
- A short playthrough to help you take a break from longer experiences
- Permadeath
Also, show some love to Zennieth for making this amazing artwork!
This weekend we are having the Stolen Parts event. During the event you will get a spare part each time you kill the enemy character. The more frags you have over the course of the battle, the more spare parts you get after the match. Bonus spare parts along with the rest of the rewards are awarded after the match ends.
The event starts at 2:00 PM GMT today and will last until July 16, 7:00 AM GMT. Get bonus spare parts and upgrade your equipment to the maximum!
You can now customize your facial features - use the controls on the mirror in the Dorm Room to adjust your eyes and mouth! This new system fully supports the current faces, so if you want to keep the "classic" Rec Room face, you can do that!
There's now more skin and hair colors - and you can now have different colors for hair and facial hair!
Two new hairstyles and one new facial hair option.
Please note that facial features, skin and hair color are no longer saved as part of your "outfit". They are part of your Rec Room profile. We know that this may inconvenience some players (e.g., theater and D&D groups), if so - let's talk about it. We want to support those use cases for sure, but will likely do it in a different way.
Major upgrades to in-game messaging - you now have a chat history, can tag rooms and players in chats, and can chat in real-time between Rec Room and rec.net! Find the new chat UI in Watch > Messages.
We've updated the "Quick Snap" camera with a new UI that makes it easier to use. Bring it up with the quick snap gesture, then use the holo UI to quickly snap and share pics.
Rec Room now supports Screen Mode - meaning you can play Rec Room without a VR headset. Screen mode works on PC and PlayStation. You can use mouse and keyboard or a game controller. This is an experimental and limited release - only existing Level 30 players in good moderation standing can access Screen Mode. We'd love for you to try it out and tell us what you think!
By default, screen mode players will matchmake only with other screen mode players. I.e., generally speaking VR players won't encounter screen players, and vice versa. There's a new Room setting (This Room > Setup > Owner) that lets room owners control access to their rooms. The options are the default "Separate" (screen players are allowed, but only with other screen players), "Mixed" (screen players are allowed at the same time as VR players), and "Blocked" (screen players are not allowed).
This allows room creators to create rooms specifically for VR players, specifically for screen players, or for a mix of both. We're really interested to see how this gets used, and we'd love to hear your feedback - positive or negative - about how this works.
Rec Royale - improved matchmaking to reduce the likelihood of partially full games/long wait times.
Rec Royale - some visual ugrades, improved navigation (i.e., less places to get stuck)
Rec Royale - new outdoor area when waiting in Visitor Center.
Rec Royale - we are hard at work on some fun new stuff, stay tuned =]
But wait there's more! For our room creators:
New Roles System - we've totally revamped how we handle roles in rooms. This is now a much more flexible system that applies to both Room Roles (Owner, Host, etc.) and to "Game Roles". The latter lets you do things like dynamically control locomotion types/speeds in your game mode. We've designed this to be an expandable system, so let us know what other kinds of control you wish you had!
Note - this means sprinting is now supported in Custom Rooms.
New object respawner - you can now spawn tagged objects (it will grab distant and unheld objects), or spawn a specific object via it's object ID. You can optionally maintain velocity on respawn. So yes, you can make portals =]
Trigger zones now output object ID - you can feed this directly to the object respawner! Or to the new...
Object-to-Player Chip - that outputs the player ID of the object's most recent holder.
Wave Chip - greatly simplifies making cyclical motion with gizmos (e.g., a cloud that bobs up and down, or a pendulum that swings back and forth).
New Clamp Gizmo - allows you to rigidly attach objects together, then release one on a circuit signal. Bombs away!
New "move to target" setting for Rotator and Piston Gizmos. Feed in a target angle or distance, and your gizmo will go there!
LookAt gizmo now has a setting to look at either closest tagged object, or at the average position of all tagged objects.
You can now attach an SFX Chip to a Gizmo (for moving sounds!)
Audio Samplers now respect Circuit visibility settings.
Removed teleport restrictions in The Park, so you can build on cliffs, etc.
Improved snapping behavior for Gizmos and Trigger Zones.
We're also announcing not one but TWO new contests:
JumboTron - fixed bug which was setting ammo to zero between rooms.
Trigger Zones - fixed issue where you could get erronously get multiple signals
Rec Royale - fixed issue where certain paintball guns could bounce around crazily
Laser Tag - fixed many grenade bugs
Tweaked audio in Performance Hall so you can hear voices from across the room.
Printing photos now looks sane for remote players.
Circuit timing is now more consistent.
Piston Gizmo now works correctly with a negative max distance.
Improved support for Windows MR controllers - adjusted tool angles to be more comfortable (feedback please), and mapped "Sprint" to the left-hand grip button.
We rely on your feedback to make Rec Room as awesome as possible! So please don't hesitate to get in touch with any feedback you have!