- Stairs can now be flipped. - Elevators: Restrict boarding / exit works better now. - The needs are displayed in the room menus. - New menu added: Elevator & Stairs Overview - Lift menu revised: settings for several times, lift position is displayed etc. - The tooltips of the resources now show the production and consumption. - The sound of the subway can be disabled in the options. - If you tear down a room under construction, you get back all the money.- Orders are no longer created randomly. - Added new orders - Elevator numbers: Purple = Passenger wants to go to this floor. - Lifts with multiple shafts added. - Elevator graphics have been improved. - Room overview: Turnover from the last day is now displayed (restaurants and attractions). - In the options you can disable the pan of the camera. - New room added: Hotel reception - Figures leave restaurants, shops, etc. at closing time. - Non-rented rooms no longer generate noise and dirt. - "Shop closed" signs added. - The tooltip of events now shows which event is active. - Added new office graphics. - Added new tooltips and help texts. - Performance verbessert - Several languages have been updated. - BALANCE: Offices now have a greater tolerance for noise. - BUG: LiftMenu -> "Apply all settings" did not work correctly. - BUG: Pathfinding could make a crash. - BUG: Options -> Resolution: Sometimes "Option A" was displayed. - BUG: Build stairs -> Collision did not work correctly. - BUG: Icons of larger elevators was not positioned correctly. - BUG: Clipping bug at design stairs and escalator removed. - BUG: You could not name stairs. - BUG: Several GUI bugs removed. - BUG: People walking to the parking garage ran through walls. - BUG: Number of people transported by large elevators was incorrect. - BUG: Elevators from saved games did not work properly. - BUG: Zombies used the subway. - BUG: Visitors no longer spawn at entrances that are still under construction. - BUG: It happened that you had duplicate orders. - BUG: Elevator waiting time jumps back to "Very short". - BUG: In rare cases, a crash occurred when people left the building. - BUG: Restaurants -> Doors did not open at the correct time. - BUG: Specialists (construction workers etc.) were sometimes deleted. - BUG: Closed signs of restaurants and shops did not work properly. - BUG: Hotel tenants and parking tenants were sometimes deleted. - BUG: Elevator numbers were not colored when elevators were switched to transparent. - BUG: Sometimes elevators were removed when a shaft had been demolished. - BUG: Visitors have entered closed shops. - BUG: Some visitors were not deleted when leaving the building. - BUG: Condominiums had no color border. - BUG: When building a bridge, two objects were created. - BUG: The floor limit did not apply to stairs. - BUG: Large rooms could be built over the Skylobby floor. - BUG: When you have demolished a room, the people stayed in the room.
Did you think that, as the game has already been released a long time ago, and there is a new game of the series on the horizon, support for this title is over? Surprise! This is an unannounced, unexpected, big update. Since the Ribbon Racer from the very beginning was oriented towards the multiplayer, I decided to take another step in this direction and so the Team Mode was created.
Here are the details of how it works: + team mode can be set only for multiplayer games (2-4 players). Players will be divided into teams as follows: +++ if only two players playing, both will form one team, while all opponents controlled by AI will also form two-person teams +++ if the three-player game, all three will form one team, while all opponents controlled by AI will also form three-person teams +++ if 4 players are in game, players 1 and 2 will form one team, players 3 and 4 will form another one, while all opponents controlled by AI will also form two-person teams + collected boxes will work on all team members, i.e., if a player take a maximum speed bonus box, the other team members will also receive this bonus, however, if any player falls into the paralysis trap, his entire team will also be influenced by the paralysis + all powers, except slowing down the time, now have a team effect - that is, if one player uses turbo power, his whole team will be under the effect of turbo power, and if the player uses the power of flying, all members of his team will also start flying + missiles don't work on members of the same team (there is no friendly fire), and unlike boxes, missiles don't have a team effect - hitting one opponent will not cause that other members of his team will also be hit + while playing the tournament, players will still earn points individually for the achieved places in the race, however, on the summary list of the tournament will count the achievements of the whole team, and the number of points of the team will be the sum of points earned by all its members.
The team mode can be activated in the race settings (I replaced SkyView button, if you really used SkyView mode and want me to restore it, write in comments). Of course, to be able to use this mode, you must first set a number of players to at least 2.
Here is the general list of changes in this update: + SkyView mode removed + Team Racing added (action description above) + all routes have been optimized (although Amazing Amazon will probably continue to lower fps on low and medium computers) + changed the default number of opponents from 0 to 5 (because nobody's going to race with themselves anyway) + the appearance of the trap boxes has been changed to distinguish them from the bonus boxes + fixed some minor bugs
- Overall terrain improvements - retexturing, foliage, etc. - Terrain texture detection. This allows me to activate different walk sounds based on the texture you are. - Walking on the metal floor of the antennas will produce different step sounds. - Ambient light changes - Rain effect improvemets - Cloud improvemets - Skybox color improvemts
OTHER
- When in the game Space Shooter in the Settings or Upgrade Menu pressing ESC will now close the current menu, this will prevent from stucking in the menu. Just a backdoor while i found the bug causing it. - Controller Deadzone changes and some code improvements. Some players reported that they have experienced player and camera movement without pressing any keys. Most of the time this is caused by plugged controller. I hope this will prevent it. Still wait for a feedback. - Metal materials now look more metalic and realistic. - Fixed light passing through the observatory wall. - Fixed rain and snow visible indoors.
Hello, everyone! Today's patch adds some quality of life improvements to the game and, most importantly, finally brings full support for Windows Mixed Reality devices! To celebrate, we've placed the game on sale for the next two weeks, so those of you who've been waiting to dive in with your WMR headsets, now's your chance! The sale will be active a few hours after the patch has gone live. As always, the demo has been updated to maintain parity with the base game, so feel free to try out the new WMR controls for yourself if you haven't already picked up the game!
Full Patch Notes:
Windows Mixed Reality Support:
Throwing (fireballs and other objects) has been completely reworked for WMR. Gone are the days of fireballs shooting straight to the ground!
Archery on WMR has been reworked to amplify your draw distance. It's now possible to fully draw back the bowstring without placing your controller out of view of the HMD.
Locomotion and snap turning controls on WMR have been moved to the analog sticks.
Added new tooltips to the locomotion portion of the tutorial explaining the new controls for WMR users.
Other Additions and Improvements
Updated our version of Unity. Performance should be smoother overall.
Tweaked some enemy attack animations to provide a better window to parry.
Remade the staggered animation that plays when enemies are left vulnerable by blocks/parries.
Added indicator messages when failing to correctly strike an enemy that will prompt you to swing faster/farther.
Added an option to disable the new failed attack messages.
Added a checkpoint in the starting zone after exiting the mine.
Added a shop keeper to the Forbidden Mine shortly before the final boss.
Increased the distance from your face at which apples will be consumed.
Changed the particle effect for the Protection Orb to rotate in the direction of the Illusory Shield motion for each hand.
Added rolling fog to the mine in the starting zone and the Forbidden Mine dungeon.
Bug Fixes
Corrected a bug that would sometimes prevent the red borders from being displayed around your vision when low HP.
Corrected a bug that would despawn the goblin by the first meteor shard if you managed to sneak up to him undetected.
Corrected some faulty collision in the Forbidden Mine.
Added an invisible wall by the first merchant in the Forbidden Mine where you could work your way out of the map.
That's all for today! We're very excited to finally have the game working fully on WMR headsets, and we hope you are too! If you've got any questions or feedback you'd like to share, as always, we invite you to join the game's discord to get involved in the conversation.
Before the patch note I would like to announce the upcoming exit of the Early Access phase! The beta phase is coming soon. Let me know what you think and what was missing from the game right now. Which menu, interface or window needs a redesign? What are the weaknesses and strength of the game in your opinion? I would do my best to improve everything. Don't worry, the end of the early access phase does not mean that the updates will stop. It simply means that the core gameplay is now fix. New functionalities and bugfix will continue to come.
Interface
Boot window : The little disk icons will now turn red when the computer is off
Language
All language is now directly included in the game! All the translation mod is now useless for people with version 0.2.34 or superior
Engine
Big performance improvement, you should see a framerate increase of 20 to 50%. Video player has been updated
Discord
Feedback, help, question, idea ? Check out the new Discord !
As always many bugs was fixed. If you found a bug, you can report it on discord or on the Bug Report section of the Steam HUB thanks!
Thank you for reading! If you want to support Hardware Engineers share it with your friends!
As usual feel free to let me know what you think about this patch and what you would like to see in Hardware Engineers in the comment section below.
I hope you will enjoy this patch and see you for the next one!
Summary:
Improved Video player
Reworked Translation
Improved Performance
Improved Boot window
Fixed Color of Yes/No buttons
Fixed Characters disappearing in editor
Fixed tooltips's icons masking graph
Fixed flower timer that does not follow the camera
Terror of Hemasaurus has been moving forward at a decent pace despite me currently prioritizing the console ports of my previous release, Super Blood Hockey. My current focus with this game is developing all possible core mechanics as well as prototyping each basic element of the game (e.g. buildings, civilians, enemies, vehicles, etc.). Once an element is established and interacts with the other elements in fun ways, I will then expand the variety. I think it can be useful from a developer’s perspective to take each game element and consider making meaningful interactions between it and every other element. To me, this makes a game feel alive.
Expanding Building Variety + Collapse Behaviors
I have managed to come up with a system for tweaking the physics of the standard residential building to scale effectively based on its height, while still maintaining consistent collapse behavior. One struggle with developing the game so far is maintaining proper physics properties for each possible size of building so that they collapse and break apart in satisfying ways. If the physics properties are not properly set they can develop bad collapse behaviors, such as tipping over very easily (especially if they are tall!). I am still working on developing a system that allows for adjustable width of residential buildings, which has proved to be a bit tricky.
Since I can now generate a variety of building heights, I decided to expand the pixel art tilesets a bit to include variety in color and appearance. I am embracing a colorful pixel art style over darker and more muted colors. I think this enhances the existing contrast between the cuteness and the violence.
I am also working on a system to convert fully drawn building sprites directly into physics objects arranged in a similar manner to the residential buildings. This will allow me to more easily incorporate and develop buildings which have unique shapes and layouts. I have already implemented a portion of the system and have developed a single special building: Sludge Burger! I will develop more special buildings, such as schools, churches, police stations, fire stations, etc.
Expanding Core Mechanics
I have been adding more elements of “Juice” to the game to help convey the weight of Hemasaurus. I want him to control in such a way that is responsive, but also feel weighty. On the physics simulation side of things, Hemasaurus is rather agile. Therefore, I am trying to communicate his weight more through visual effects and the impact he has on his environment. You will now notice that Hemasaurus causes damage and alerts civilians of his presence simply by jumping and climbing on structures.
Civilians can now survive short falls. This holds true even if they are on fire! If they don’t impact with too much velocity they can get up and run for their lives. When they are on fire, they will run a bit faster and have sped up animations.
Civilians can now collide with multiple other civilians and enemies when thrown. This makes for some really cool combo situations. I have been pondering how I could use the potential for these combos to create some fun and interesting situations.
If you manage to pick up a civilian that is on fire, you can throw him like a makeshift Human-Molotov Cocktail! Because why not? I have been having a lot of fun playing around with this one! :D
Hemasaurus can now save people from falling to their death by catching them out of mid air! Or not...
One thing that I like to focus on a developer is making game elements have a wide variety of interactions with other game elements. Here, you can see that sometimes the police can do more harm than good! Sometimes they shoot innocent bystanders and even occasionally themselves! Making glancing shots ricochet off of Hemasaurus leads to a bunch of really fun interactions.
If you would like to support the game, please consider adding it to your Wishlist. Not only will you be notified of the game’s launch (with discount) but it helps show the almighty Steam Algorithm that people are interested! This can be a huge help to a small developer such as myself.
As always, if you have ideas or suggestions, please do not hesitate to share them with me.
Hi, everyone! Today we have a proposal to those of you who are interested in testing the update of Survarium 0.57a0 on the PTS. Come online at 18:00 Kiev time (19:00 Moscow time). Here's the authorization method if you use a Steam account: https://steamcommunity.com/app/355840/discussions/0/2533741983666976822/?
If we collect enough information about bugs/issues of the PTS version, we will be able to fix them faster, that is, before the update releases on the main server.
After fighting a giant bug (inside my game, hope it's dead for good), I finally implemented IN-GAME ACHIEVEMENTS for Hero Staff!
Basically, as you progress through the game and do what you have to do, some achievement text will pop up and you'll be able to see them, which will be especially useful for newcomers!
I just added a few achievements to finally say I "completed" developing this game, nothing fancy.
Well, that's it, let me know if you find a bug or write a review of this short but fun game, see ya later Heroes!
Plaguepunk Justice, an unusual tactical healing game, will be released on 25th March. Previous release was set to 25th February but it is quite clear that even if the game would be completely done by this date, it would not let allow time to work on its marketing. Meanwhile the development continues.