As mentioned in our previous post, we are currently doing a complete overhaul of our models. This means that almost all of our models will be remade and reanimated from scratch, which takes a bit of time to accomplish. However, we wanted to let you know that we have finished remodeling our models and we will be showing them here in this devlog. Keep in mind, some of them have not been rigged or animated yet so the pose would be a bit off.
As some of you might noticed, currently our models are based on dinosaurs from Cretaceous (early to late) North America. We do this because of two reasons.
The first is that, doing this enables us to bundle additional dinosaurs based on their time period and location, which means that if we were to add additional creatures later on, unless they are from Cretaceous North America, we will not only give you the creatures themselves, but also an entirely new world, with a whole new ecosystem and challenges. The second reason is that, having a bundled approach to our creatures would make it much easier for us to balance the game because we know which role each creature takes, for example: Tyrannosaurus as an apex predator that hunts tanks, Parkosaurus as a small and easy prey, etc.
A bit of a disclaimer though, we are not looking to make a full representation of the prehistoric world, because of this we must strongly emphasize that the biomes are not and may not be a correct representation. In a nutshell, we wanted to have full artistic freedom for the environments and gameplay elements, but we wanted each environment to have a specific set of creatures.
Aside from the models, we have also done a minor overhaul of our environment so that they will not look disjointed with the new models. This includes better terrain textures, grass, image effects, and the addition of volumetric lighting. Here are a couple of screenshots of our models in the game.
Currently volumetric lighting is performance intensive, especially with a map of this size, so we need to optimize this a bit further.
The next step for us is to animate the remaining models and integrate them into the game. If everything goes accordingly, by the time our next post is up, the major update would have been live. This major update would be called the “Super Model” update.
That’s currently it for this devlog, more updates coming soon!
On 11/19/17 I released my game FROSTBITE: Deadly Climate to websites like GameJolt and Itch.io. Now it has been a full year sense it's release and I must say that there has been an interesting, but very stressful experience.
So far, the biggest stress has been trying to gain some attention of my game across the web with little to no effect. For months I have tried to contact many high-profile YouTubers about my game and I have not gotten response from them, or any of them playing the game. While I fully understand that these YouTubers are very busy, and I know I’m not the only developer who’s made a game that got little to no attention, it still doesn’t change the fact that as a new developer who dreams of having a career in developing games. It is both extremely frustrating and stressful to feel like your hard work is being completely ignored by people who can help get you the attention you need to get a decent foot in the game industry.
Despite this, I still can’t deny that there have been some good that came out of this first year of my game. Ever since I released my game onto Steam, it does appear that my game has been getting allot more attention than it ever did on GameJolt and Itch.io. And while my game has been ignored by the high-profile Youtubers, there are allot of small YouTubers that’s been giving my game a play and I’m very grateful they gave my game a shot. Lastly, despite its flaws, the amount of positive feedback that my game has been getting and it greatly shows that while I still have a lot to learn/improve upon, it is clear I’m on the right track on become a great Game Developer.
Anyway, let me say thank you to all those who gave my game a shot and shared their thoughts on it. Both the positive and negative opinions have been very much appreciated and I hope you all look forward to my next game.
* Bug fixes to enable camera modes (F1-F4) in more levels in Fungal Expansion * Added Scroll Lock hotkey to disable/enable mouse lock (to make the game more compatible with Mhook)
Hi everyone, we have a new version out on Steam and itch.io, version 18.11.18. Unfortunately, due to optimizations I made in the collision manager, this version is incompatible with older saves, however I hope you will agree that the changes I made in this version are worth it.
Ruins
There is now a decent chance that one or more ruined structures will appear around where you spawned. Evidence of past civilizations long gone.
Stockpile Management
It is now possible to restrict stockpiles to certain kinds of resources. Dwarfs now go to stockpiles containing the resources they want rather than having resources teleport between stockpiles.
Changes
Bug: Fix loading bug that was causing turrets to have replicated artwork on load.
Performance: Fix major performance issues in the collision manager that were causing both memory leaks and performance issues in late game.
Feature: add ruins.
Feature: Add ability to manage what is allowed to go in stockpiles.
The new patch introduces the largest and most complex update we’ve ever had in the last two years of development. Partnership with Uplink, new Hivemind Cyber Range universe, the launch of the Game Editor Toolset and more!
Hivemind was initially a covert communications network between Intelligence Agencies, similar to SIPRnet. Over time, mercenary organisations joined the network and it is now an underground cyber range, a virtual environment used for cyber-warfare training and technical development. It provides tools that help strengthen the stability, security and performance of cyberinfrastructures and IT systems used by government and military agencies.
As a player, you can access this sandbox via the Hivemind icon at the bottom of your screen, (5th Icon). More than 63 Hiveminds are currently being built with a variety of difficulties and challenges. It’s a huge undertaking and we hope it will add a completely new playstyle to NITE Team 4.
Player Created Servers can be rated based on fun, difficulty and content quality. You also have the average time it will take to break in. Other types of ratings and filters will be added later, to give you more control over what type of cyber range you wish to play with.
In 2001, Introversion Software had created a game that would kick off a genre: hacking simulation game. Uplink has won countless awards and achieved a cult status for many members in the hacking games community.
Starting today, all Uplink owners will automatically get a unique Stinger OS skin. To unlock the skin, you just need to have Uplink in your steam library.
Owners of the Network Administrator can design and create their own Cyber Range in the Hivemind network. In the Stinger OS, a new icon on your left will give you a link to the game editor.
Network Administrator has access to a dashboard showing how many players have access to the cyber range, who succeeded and the global experience they had. The editor includes the same tools we used to design and create all of the missions in NITE Team 4 with some limitations, to keep things simple.
You can create your own technologies and vulnerabilities. Design puzzles of any type, with many network layers to break in and investigate. Advanced Module includes File Browser support, Active Directory, Smart Phone and even Man in the Middle attacks.
Thank you so much for your support and helping us improve the game during early access. Feel free to leave us a comment in the steam forums or join us on discord: http://discord.gg/arg
Skill Reveal: Lancing Steel and Shattering Steel We're releasing a number of new skills alongside the Betrayal League. Two of these are new projectile Steel skills that use the new Impale effect.
Thanks to everyone who has been helping with bug reports over the last few days! There's still plenty to work on but we've tackled some of the major issues that slipped through the cracks before release.
Changes and Fixes
Fixed issues with distorted/clipping audio
Fixed various issues with key binding
Right click now unbinds bound keys
Fixed duplicate cosmetics from Chapter 4
Fixed focus issues on macOS
Fixed fullscreen<->windowed issues on Windows
"Dynamic FOV" changed to "Dynamic Camera" and disabling works more like MBG
Added better support for 4:3 and 5:4 aspect ratios
Hi! I'm happy to inform that the first patch has been released. It fixes some of the major issues that you have discovered during the launch weekend. There are more issues to be addressed, and will be rolled out over the next updates.
Thank you for reporting the issues, it really helps to create a good simulator for all of us.
The following issues has been resolved: - Disable movement in cockpit or places when input dialogue configuration is up - External and internal cameras are decoupled - Jittering of the Mission Pad and Radio window is fixed - Possibility to Cancel or clear a checklist - Low Res Earth is set as default, and a warning indicator will let you know of the memory requirements. - Setting the Earth textures to Low Res is now saved between sessions - Change highlighter from red to blue in Mercury - Fix the version number in-game, visible on the Main Menu - Many updates to mission flow and text - Additional bug fixes identified by the testers and during development