Aug 23, 2018
Running Man 3D Part2 - Vadim_Gubin
Aug 23, 2018
Running Man 3D - Vadim_Gubin
WolfQuest: Classic - loboLoco
https://youtu.be/9e8EjK7WwY4

We’ve been making good progress with the new hunting mechanics — not only the chase that we’ve shown before, but also now in the showdown when elk stand their ground and defend themselves. The player attack mechanics aren’t quite done yet, but here’s a peek at the mate’s attack AI. It’s so much more active than in the old game. Tommi Horttana, our lead Unity developer, created these behaviors, so I’ll let him explain more:

"The mate's AI uses a few simple actions: approaching, circling, attacking, and sprinting away. It tries to get behind the elk, though in this one-on-one case it's pretty hard. Every now and then it'll try to attack, but might be scared off mid-way by the elk's counter-attack (with or without getting kicked).

The tricky part is building the AI calculations ("scorers" in Utility AI terms) around when exactly to do each of these things. How often should the mate try to attack, and how much risk should it take? What should it take to scare it away? Should it always keep circling in one direction or frequently change the direction? How far should it circle? If it does land a bite, how long should it keep it?

And how does personality (mainly "Cautious - Bold" but also the other axes) influence this? We decided to give both ends of the "Cautious - Bold" spectrum their own pros and cons. A Bold wolf will waste less time fiddling around while a Cautious one will be smarter about timing and target selection. We also want to use uniform mechanics for other fights, so we can use the same / similar AI."

I’m so excited about how the wolf and elk are in constant motion, circling and turning. It really captures the dynamism of a wolf-elk encounter so much better than we were able to do in the old game. In fact, there’s so much movement that it’s difficult to get all the animation transitions to work smoothly, but we’ll get there.

You can also see some of the gorgeous clouds in our new dynamic skybox, drifting across the sky at sunset. (These are maximum quality; we’ll have simpler clouds for less powerful computers and mobile.)


FAQs

___When will WolfQuest 3 and Tower Fall be released?
We are aiming to release the first episode, Amethyst Mountain, by the end of 2018 for PC/Mac on Steam and itch.io, as Early Access, followed by Slough Creek in early 2019, then followed by the mobile versions.We’ll then resume development of the next episode, Tower Fall.

___How much will WQ3 cost?
WolfQuest 3 will be a free update to players who own WolfQuest 2.7. If you are buying WQ 3 for the first time, the cost will likely be more than than the current game 2.7 (so it's cheaper to purchase it now and get WQ 3 as a free update). The Tower Fall expansion will be an in-game purchase (DLC).

___Will WQ3 be available on mobile?
WolfQuest is available for Mac, Windows, iPhone, iPad, Android & Kindle. So yes, WolfQuest 3 will be available for mobile phones and tablets...at least some of them, and/or in some form. Bigger maps and more animals may be too much for mobile devices with limited RAM memory. We'll do our best, but there's a good chance that some mobile devices won't be able to get it, and/or we will have a simpler version of it for some mobile devices.

___Will WQ3 be a new game?
For PC/Mac, we plan to release WolfQuest 3 as a new app on your computer, so you can keep WQ 2.7 and play either version of the game at any time. (On mobile, we are still working on the plan, since app stores are more restrictive about app upgrades.)

__Will my wolves import?
WQ3 will use the same player accounts as 2.7. You’ll be able to log into WQ3 and import your existing wolves and they will remain available in 2.7 as well (though you won’t be able to import a wolf from WQ3 back into 2.7). We are still deciding about how ranks and achievements will integrate into WQ 3.
DASH: Danger Action Speed Heroes - Baby Duka
Hello all DASHers!!



I'M SUPER EXCITED TO PRESENT THIS NEW BUILD FOR YOU!

- Now listing 10 latest levels in Global Run menu!
- Press R for instant Respawn during runs!
- In settings menu, the exit button now reads "Exit Settings" instead of "Exit and Save" which made it seem as if you were shutting down the game
- New 'unable to read server' error message when the program fails to connect to the server
- Showing fullscreen, pause and respawn buttons in Settings
- Linux players are now accessing the Steam API
- New and dark themed splash screen
- Discord link to open in splash screen

Known errors: Player able to press Confirm button or Enter after setting best time in Run local level mode causing game to crash

Pending: Solid keyboard controls!! And lots of other fixes from the #bug-reports channel!

This build is solid enough to allow us all to build and share!! So get prepared and hyped for the Saturday DASH TV broadcast! :tv: :raider_run:

DASH ON! :urbansocial:

Aug 23, 2018
Tilesweeper - ievo.creative
Tilesweeper is out now!
Crusaders of the Lost Idols - Codename
It's time for another adventure! Once more the Crusaders journey into the wilderness for their annual camping trip, disconnecting from their wi-fi and heading out into the great outdoors. Join Littlefoot and the gang on an outdoor escapade to unlock Rosie the Rocklechaun, our latest tier 3 Crusader!

Littlefoot's Big Adventure 3 runs until Tuesday, September 4th at 12:00pm PDT, and introduces Rosie the Rocklechaun!

Check out more information on the official blog!
Cybrus - WHY THE FUCK AM I A FUNKO POP
Well guys we did it, Cybrus has made it to release!
Sector Six - Zuurix
About 3 years and 8 months ago, I have started working on Sector Six. And now it's finished.

When I started working on Sector Six, I thought that I'll complete it in 3 months. It was supposed to be a small sequel to Sector Seven. I wanted to make it just because I promised I'll have a sequel to Sector Seven.

It was 2015 January or February when I have released an alpha version of Sector Six.
I didn't expect anything and I was surprised to get positive feedback.

It was enough for me to thinking about making Sector Six into a bigger game than I initially planned.

I said to myself: "People like this, and I can do much better so why not do it?"
So I started working harder.

Hundreds of times I decided to rework something because it wasn't as good as I could do, and I'm very glad I did.

Sector Six is not perfect, but it is about 10 times better than I imagined it in the beginning.
And it is like that because of feedback. Every "Great game, but X could be better" made Sector Six better.

I always wanted to be a game developer and make games like Sector Six and I'm incredibly happy and grateful that it happened.

I hope that this is not the end of Sector Six. I hope I'll be able to continue working on it and make it even better.

Sector Six was finished on 21st August. 22nd August was a bad day - I had problems with a monitor, so I had to spend an entire day fixing them.

This day I was testing Sector Six. I have already spent like 8 hours testing the game, and I have only completed half of the story.

Tomorrow I hope to finish testing and with luck, Sector Six version 0.9.9 will become available for everyone to play in the weekend.

Here's a full list of what changed since the last Sector Six update:

Completed:
  • New save system.
  • Compressed part rework: Parts received from drops, removed manual compression, added super compressed parts.
  • Added 70 new achievements.
  • Arcane Arsenal: Endgame activity.
  • Infinity Instances: Endgame activity.
  • Restoration War: Endgame activity.
  • Added mission 14.
  • The Machines.
  • Loot rework: Bigger enemies now drop better parts, difficulty level makes enemies drop better parts.
  • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
  • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
  • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
  • Added 12 relics.
  • Added mission 13.
  • Rebalanced ability points: 1 ability point per level.
  • Added mission 12.
  • Added mission 11.
Completed – Minor changes and improvements:
  • Mission 6 boss fights now end earlier.
  • Improved controller support.
  • Added new particle settings: Now you can tone down particles, instead of turning them off completely.
  • Improved optimization: Game will now run better.
  • Moved tips to separate interface.
  • Added evolving minion tutorial.
  • Reworked evolving mechanic: Now minions evolve while attack abilities are not on cooldown.
  • It’s no longer possible to use weapon amplifiers on engines.
  • It’s no longer possible to sell items that have no value.
  • Now it’s possible to use anodes on compressed parts.
  • Rearranged achievements in the achievement interface.
  • Improved Ionize ability: Now adds extra 2 alloy per ionized enemy, glitch free.
  • Awakening of Inner Power ability now supports all mission types.
  • You can no longer install alloy containers if their level is higher than your spaceship level.
  • Now locked until spaceship level is higher than 4: Difficulty system, set interface, item management, new missions button.
  • Improved/replaced certain sound effects.
  • Secured region changes: Removed manual compression from secured region interface, added highlight toggle button.
  • Improved shield particles, sounds, and animations.
  • Shields now destroy ruins.
  • Spaceship collisions with certain objects are now better.
  • Improved cooldown and effect timer text: Now shows second fractions.
  • Improved number conversion.
  • Improved damage text.
  • Reduced amount of units dropped.
  • Improved region rewards: Now includes uncommon and rare rewards, such as five fractal parts, +200% experience, etc.
  • Replaced gauntlet missions with new retrieval missions.
  • Changed music system: Now tracks in side missions play regardless of area status.
  • Changed time vortex: Improved dialogue, can only reset story, made it more accessible.
  • Changed contribution system: No longer saved between missions, must be claimed immediately.
  • Improved region destruction.
  • Expanded dialogue box.
  • Improved cathodes.
  • Improved loot box: Up to 170 looted items visible, glitch free.
  • Updated boss mission.
  • Improved arena mission: Better loop, supports The Assault of the Modified and The Rain of Fire modifiers.
  • Improved siege mission: New blocks, minor graphical improvements.
  • Expanded credits.
  • Graphically improved loot.
  • Added region select screen and map key.
  • Improved mission overview interface.
  • Improved mission 1.
  • Improved mission 3.
  • Improved text input.
  • Reworked tutorial.
  • Reworked introduction.
  • Added avatar customization: Name your character and choose how it looks in dialogues.
  • Improved spaceship building interface.
  • Reworked Super Shield ability: Shield lasts 8 seconds and increases armor generated on kill while active.
  • Fixed inventory leak.
  • Adapted backgrounds to screen shaking.
  • Improved dialogue avatars.
  • Improved settings interface.
  • Added button that resets settings to default.
  • Added button that resets controls to default.
  • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards, removed diodes.
  • Reworked Creation of Energy and Channel abilities.
  • Improved achievement interface.
  • Repositioned mission interface.
  • Fixed weapon amplifying.
  • Improved ability bar.
  • Made better ability icons.
  • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
  • Improved ability and effect icons.
  • Improved Kithalia’s Blight set penalty
  • Improved barrager.
  • Toggle XP gain feature has been removed.
  • Improved Sector transition cutscene.
  • Improved pausing.
  • Improved HUD.
  • Improved ability level scaling.
  • Improved item management and filtering.
  • Repositioned item management buttons.
  • Stat page improvements.
  • Virtual and physical weapon clarification and stats.
  • New part properties.
  • Improved part names.
  • Higher grade parts are now more common.
  • Relic dismantling rewards.
  • Parts give less damage reduction and reflect chance.
  • Parts give fewer wave chances.
  • Improved item generator: Now produces more random items.
  • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
  • Fixed story mission X glitch.
  • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
  • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
  • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
  • Renamed Phase to Phasse, to differentiate it from phase mechanic.
  • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
  • Decreased starter part limit to 6.
  • Decreased starter maximum ether to 50.
  • Starter engine now gives less maximum armor.
  • Increased starter ability points to 10.
  • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
  • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
  • Removed filled alloy containers.
  • Corrected W. warning button tooltip.
  • Fixed engine glitch.
  • Improved missiles that appear when player's spaceship leaves the enemy range.
  • Guardian is now more mobile.
  • Potentially fixed Black Rain projectile problem.
  • Region update flashes are now brighter.
  • Veteran's and revenant factory’s ballistic attacks are now slower.
  • Improved dialogue system graphics.
  • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
  • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
  • Fixed and improved certain set descriptions.
  • Fixed many glitches.
Until the release!





Aug 23, 2018
Zula Global - GM ZULA Latino
Aug 23, 2018
Z: The End - CamoMano
New textures, food replacements, damage changes, and more!

Textures:

Lots of textures have been remade or improved.

- The trailer and diner roofs have been adjusted to look more metallic.
- AC units have been added to the roof of the store.
- New sidewalk texture.
- New grass texture.
- Improved log texture. Make it darker and added moss.
- New Papso and Cloud Beer box texture.
- Trailer floor has been changed to brown.
- Slight changes to oven texture.
- New metal and stone bag textures.
- Changed sand barrier textures.
- Zombie Cop texture.
- Fixed 1911 Pistol hotbar texture.
- Other minor texture changes and improvements.







Food/Medical Changes:

The orange has been replaced with canned peaches, and the banana has been replaced with canned soup. The food and water values for these and other foods have been adjusted as well. A bloodbag has also been added which increases health by 20 when used, but it does not stop bleeding.

Zombies:

Zombie spawns have been adjusted so they should spawn a bit more often. Zombies will also despawn if out of the players site too long which should increase the action a bit. The default health of zombies has also been increased to 50.

Weapons:

The damage weapons do is no longer based on RNG, it is now just a static number. For example the AK used to do 35-40 damage, it now does 40. The damage of weapons has also been increased a bit to balance the new zombie health.

World Changes:

A construction site has been added down the road from the trailer park. Resources and low tier weapons and tools spawn here.

Minor Fixes and Changes:

- Fixed inventory sounds playing when invisible
- Adjusted some spawn locations
- Decreased number of zombies initially on the map
...