It’s been a while but Xsyon is finally ready for public tests of upcoming features!
Important note: At the moment creatures are set to always follow players but not attack. This is done on purpose for specific tests that I am running. Once I switch the full AI system on I will post here and in the Developer Zone forums (on the Xsyon website).
Several features are ready for casual testing:
- Completely revised creature AI and movement - Pet system - Mount system (bear and deer mounts) - Stables (for pets and mounts)
Currently I am still wrapping up the details for these systems so I am not asking for any specific feedback yet. However, players are more than welcome to check out the Test Server and get a glimpse of what’s up and coming.
Once I am ready for specific feedback I will post requests for specific tests on in Developer Zone forums on the Xsyon website and in the Discussion on the Xsyon Steam forums.
First we will be testing a completely revised creature AI and movement system. Revising these systems has been a lot of work and this is my third and final revision.
The original creature systems were coded by several hired programmers and, as most players are aware of, have many problems. These systems are currently still running on the main servers.
During my first attempt to improve the systems I took the original code and cleaned it up, optimizing many functions and removing entire sections of code but keeping a lot of basic libraries that the code relied up. This was not good enough. For my second attempt, I went further and rewrote and restructured large sections of the AI and movement code while still relying on some of the core path finding and movement interpolation functions. I still wasn’t satisfied with the results.
For my final attempt I completely scrapped the original code and all underlying library functions and rewrote all the systems. This has been a huge task and has taken me most of this year. My timed tests have shown vast improvements! The core path finding function for example now runs 500 times faster than the original. (Yup, that’s not a typo, 500 times faster). The paths found are also a lot more consistent, rational and accurate.
I’ve been testing recently with assistance from the Guide Team and the overall results are very satisfying. Creatures react a whole lot better and smoother and we’ll finally be able to have better combat, pets and mounts.
In addition I have updated the data arrays and structures used throughout the code. The original code used outdated structures which I’ve replaced with much more efficient structures. (This entailed changing code in hundreds of locations affecting nearly everything in the game). I’ve seen overall speed improvements throughout the code thanks to this much needed update.
So if you’re wondering why I’ve been quiet for the past several months it’s because I’ve been completely focused on rewriting the AI and all creature systems and updating all the data structures. I will be posting more frequently from now on and these new patches will be coming out as soon as they are tested and finalized.
I hope you all will enjoy the upcoming features and improvements!
We are pleased to announce the release of the December update of GameGuru, which this time focuses on bug fixing and small functionality tweaks as inspired by the reports in the GitHub Issues tracker. As some of you know we retired the Donations System and used the remaining funds to hire Preben to go through the issues and fix as many as possible, which has resulted not only in fixes but many improvements too.
Overall, we have attended issues 641, 644, 640, 368, 470, 580, 268, 251, 599, 642, 648, 605, 604, 592 which takes the current bug count down to 65 with 224 closed. Feel free to review the issues tracker to see if any bugs you reported have also been fixed in the process. Here are some of the highlights we fixed along the way.
The Draw Call Optimizer which we introduced in September, a system of batching objects which in some cases saw performance doubled, has been further improved to support internal ArtFlags, so tangent generation and normal flipping can be passed to batched renders.
The Save Standalone feature has seen several bug fixes and small improvements to ensure the game you are working is identical to the one you export for your end-users. More LUA scripts are picked up and copied over such as nested scripts, copying of .blob files to skip shader compiling, better draw call optimizer handling for standalone games, better scanning of untextured objects so more texture files can be copied over and LUA files are kept in their original state if they cannot be parsed during the save standalone process.
Some other noteworthy fixes include:
TAB TAB changes now affect 'project changed' state
Can now select CUSTOM only when in TAB TAB mode, with save prompt
All animation playback speed is now independent of FPS
Static entities can also animate using AnimSpeed per object
When player starts in music zone, music now plays in all cases
Can now change skybox inside LUA script code much faster
Fixed issue of disappearing shadows when using the Freeze player functionalities
The projectile system can now expand resources as more custom projectiles are created
Finally, we are very pleased to be able to share that we have also been working on some very cool things in the background that address some of the more fundamental issues of GameGuru, such as the antiquated UI, the mostly un-used multiplayer system and bare-bones character capabilities. It was decided that these could not be solved with quick fixes or patches and so these have been worked on under a separate code branch to ensure they don't destabilise the regular GameGuru releases. We are now working to finish off these items and will be ready to announce more details in the first half of 2020; almost 5 years since the original release of GameGuru on Steam.
We hope you enjoy this update and wish you all a very Merry Christmas, a prosperous new year and above all, happy game making moments! We look forward to bringing our fantastic game making community more joy in 2020!
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hello everyone
I'm glad to announce the v0.28.0 of city Game Studio. It includes Game engines, a new UI and yes, this is City Game Studio!
Create and upgrade game engines!!
Customize your games, create a pixel art game and release it on VBox! Players are going to calibrate their joystick for the next Fighting game you are going to create!
You've created your first game engine but there is a... a ... a new technology already available... No problem, just update it, there is no need to create a new one. Unless it is an old game engine, in that case, you'd rather create a new game engine than update the old one (legacy code shhhh).
Make gameports great again
Each platform has its own specifications. There is no way to port a VBox game to a Handboy console. The handboy cannot handle the load of a VBox game! So to help you port your games, I reworked the game port creation panel.
A snowy City?
Something different?! City Game Studio has had an haircut (welcome to non-hairy City Game Studio).
Localization
Join the community, and come help us improving translations for City Game Studio
Improving ru language thanks to Riken (merci)
Game engine
Create a game engine
Update a game engine
Rework the game port mechanism
Rework the game score mechanism
User interface
Improve the digital store panel (it explains how to enable/disable it)
Rework the studio selection panel of the digital store
Reworked the studio selection panel
Add several tooltips
Adjust the panels sizes overal
Reworked the unlocked button animation
Platform selection panel reworked
History panel reworked
Rework the Game creation panels
Lower the fonts' sizes
Misc
Add seasons (autumn/winter)
Animate the zoom transitions
Bugfixes
Add a dummy audio driver if there is no compatible audio driver (act as a fallaback, prevent the game to crash)
What is that eerie glow emanating from behind the bookcase? Could there be secrets hidden there? If only I could find a way to access it, there must be a clue around here somewhere. This tower holds more strange artifacts then I thought...
Changes:
Secret chambers???
New player weapon: throwable bombs
Loot drops tweaked
UI popup bug fix
Rattling door bug fix
Tutorial saved game bug fix
** You can always access the previous build using the Betas tab in preferences
We hope you're having some fun! Thanks for providing us with some feedback and bug reports, we made sure to address as many as possible in our first hotfix.
Here's a condensed and non-exhaustive list of changes we made:
Online-Multiplayer
You can finally taunt your enemies
Clients now see icon change hints
Fixes spin-shot sometimes not letting anyone close
Resolves tons of issues regarding joining and leaving games
Prevents some syncing issues with player skills
Private lobby codes are now working properly
General
Sends some freezes and crashed to the code trash bin
Fixes some pause menu glitches
Updates bot path-finding
Fixes bots sometimes passing towards their own goal
Now allows spinning your player during game start
Adds new sounds, adjusts some volumes
Menu polishing
Input hints for all scenes
Player icons now properly align with pickup trigger in front of the player
Thanks for playing our game! Stay tuned for more fixes in the coming days.
Later today we’ll be pushing out an update for both PC and Xbox, which contains a number of bug fixes, QOL improvements, and balance changes. We have a lot more changes to come and will be following up with another patch in January next year and more shortly thereafter!
We’d like to celebrate the holidays with something special, so we’ll be running a bonus Magic Mythos event! From Thursday the 19th of December, until Monday the 6th of January, the following bonus rates will be applied to our Official Network:
3x Taming 3x Harvesting 3x EXP 2x Gold
Latest Patch Notes (v402.5)
- Emergency ship ladders are now easier to use - Bow and crossbow can now damage Army of the Damned enemies - Added a new inventory sort option to “sort by type” - Improved inventory functionality to prevent items from randomly shifting around when transferring between inventories - When multiple items are sent to the hotbar, their “equip delay” timers will now countdown simultaneously rather than one at a time - Ships that are still being built in a shipyard will now refund resources for demolished parts - Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina - Increased meat and fish stack sizes to 100 - Further reduced the shark aggro radius - Improved compass visuals to make it easier to read - Tiers of Nature’s Cry no longer stack with each other - Human NPCs can now ride in cargo harnesses and carriages - Removed all XP gains from the guillotine and noose - Players can no longer gain additional altitude when using a glider - If an explosive barrel is destroyed while being held, the damage is now always considered to come from the holder (and not a different source) - Decreased grenade damage vs. puckles and swivels by 80% - Decreased grenade damage vs. structures by 66% - Decreased grenade damage vs. players by 50% - Decreased grenade crafting cost by 40% - Decreased sword damage by 20% - Decreased blackjack chance to knock riders off of horses by 50% - Increased two-handed mace damage by 30% - Increased bola immobility duration on players by 10% - Increased puckle and swivel damage vs. players by 100% - Decreased Equilibrium buff attack damage bonus from 20% to 10% - Added a 20% Stamina Recovery Speed bonus to the Equilibrium buff
Thank you so much for all the support you’ve shown us over the year and we like to wish each and every one of you a very Merry Christmas and Happy Holidays!
[/b] RE:OZMA focus on the '2D Sandbox + Action'. While elements such as digging, crafting, building and housing of sandboxes remain, seek more accessible sandbox games with fast and exciting action. Ultimately, RE:OZMA pursues a hybrid sandbox through a convergence of various game genres.
-Character Growth: Character level doesn't exist. The character's soul digs the ground to collect and manufacture various materials or discover items, and as the soul enters the body of a dead alien in the past, and continues to transform. This is the only way for a character to grow. -You can combat five Boss monsters, and you can craft and design more than 200 sandbox objects yourself. -There are three fellow NPC members. Once you have achieved your colleague NPC, you will be able to obtain valuable material skills, etc. through a quest.
-You can collect 22 different skills, and these skills are powerful enough to destroy the terrain without hesitation. Use caution in Sandbox genres as all-terrain can be destroyed. These are powerful skills that can even destroy your house, but if you use them well, you can feel a more realistic hit feel.
-Multiplayer!(Coming soon) Unfortunately, today's multiplayer optimization is more necessary and you can't enjoy it today. We recently changed the character concept and upgraded the action, and we decided to reschedule the multi-play because we needed more optimization work related to this. We will update as soon as possible after optimization. Please look forward to it.
Game Community
[/b] -Early Access operations will be carried out at Steam Community HUB. Move and enjoy each menu. We prepared the game guide for RE:OZMA. It's not perfect yet, but we'll keep updating. -Discord Server is currently in preparation, and we will invite everyone as soon as necessary.
The winter is coming to Slimeland! Snow and more winter objects are now in game, this is leading up to a new card pack!
And now by popular demand - Bracer pet has new upgrades path, where he retains Mana and carries it over to the next turn for you to use.
Main changes: - Boosted bracer lvl 1 cast chance to 50% and lvl 2 to 75 - Bracer alternative upgrade that allows carrying over MANA
- Festive hats! - Defense, and buff/debuff stacks cap at 99 - Fixed tinkerers pet ( was not spending correct energy ) - Tinkerer pet can cancel embedding of card - Winter biome is starting to appear ( new Card pack is not yet active, but is coming soon ) - Added adaptive snow terrain and snow vfx
- Added exit to secret endroom - Fix music - sfx burn silence triggering repeatedly even when not playing
Enjoy experimenting. Till next time good people! ( Or till Discord! )