Blow the trumpets as FRIDAY has arrived, bringing along a fabulous line of levels by our amazing community! This week GR-18 explores new relationships, divine intervention, and bangs its head on the wall (sometimes you just gotta).
As always, remember to click the level names to bookmark them for later on. HERE WE GO!
Love-Hate Relationship
In Tobvet's smashing level Missile Madness GR-18 has a new love-hate relationship. Missiles help when GR-18 meets them in the middle but one wrong step and explosions all around!
Thrill & Horror
In Tim Conceivable's drop-dead awesome level Lizumi Drop, GR-18 is on the constant move to eject enemies and let them experience the thrill and horror of flying through the clouds!
Wrath of the FIRE GOD
GR-18 has to face the consequences of stealing a package from the FIRE GOD in the level Temple Of Fiery Soul by SleepyDoof. Getting in is easy - getting out is another matter altogether.
Master of this SHIP & GLORY!
In Spekio's cruising level Earth Bound Delivery, GR-18 cannot take a back seat! GR-18 has to take an active role and be the master of this ship & glory.
Headbanger
In Freact's clever level Block Blast Bounce, GR-18 has to bang its HEAD on walls and think quickly on its feet to survive. Check out SchuhBaum'svideo of completing this madness.
Improved bot and chip relocation. Previously, you had to long-press a bot or chip in order to enter relocation mode, but the length of this long-press was much longer than most people would try. Now, any drag action starting at a bot/chip that you own will enter relocation mode. Panning the Arena is also done by dragging, but you have to start from a blank space.
Fixed a bug in Campaign Mode where winning gets you stuck in a loop.
Replaced the tutorial GIF by mp4 videos. These are also much higher resolution.
It is to time to highlight our choice of music for the game. Our composer tried to highlight key features of the lore and to support visual style. First of all Arx city is a mix of different cultures melted together into unique civilization forged by ages of isolation and war with Furos. To highlight this in music we injected a high diversity of the different instruments and music genres, including tribal vocals, classic instruments and "sci-fi"-ish sounds. On top of this, all our soundtracks have flavours of constant pressing danger, epic battles and heroism which represents the status of the last humans in the Arx.
Here is the main soundtrack of the game:
As for the soundtracks for the battle scenes, we designed a unique soundtrack for each type of the enemy, which we will share as a separate playlist soon. Stay tuned and avoid full Moon. - Codeheretic Team
We are excited to announce the release of our “Brain vs Zombies” demo, available on Steam ...and it’s absolutely FREE! 🎊
You wake up in a room full of zombies and you’re practically unarmed! It seems you are part of an experiment that will test if you have what it takes to overcome the zombies using your brain, not brawn. With this free demo, you’ll have access to the first five levels of the game. It’s just a taste of the clever mechanisms you’ll need to conjure in order to trigger zombie death. Can you kill them all?
The full version will be out in March!
Enjoy the demo and leave your feedback in our communities:
We've been tracking down the server issues and we've got some crashes and disconnects figured out, so here's one for the weekend. There's still at least one client crash that we've found, but without proper testing we don't want to risk pushing it to Live, so expect those issues to be resolved later.
Update 0.8.5 Patch Notes
[BUGFIXES]
Fixed deploy screen not showing up sometimes (especially on TDM),
Fixed the death fade to black sometimes happening again after respawning,
Fixed a crash in the challenge system,
Fixed a crash in the HUD,
Fixed a crash that occurred on changing cameras in vehicles,
Fixed a reload widget crash that sometimes happened when reloading vehicle weapons,
Fixed vehicle ammo replication bug - now the ammo count should synchronize properly,
[IMPROVEMENTS]
Small improvements to hit replication on the character,
Disabled lowering replication rate while dead (should remove unstable timer and low refresh of the deployment map among other things),
[MISCELLANEOUS]
Removed holiday flair from the customization menu.
Today's patch includes a number of performance enhancements, a pre-compiled shader system, and a few QoL updates.
Shaders are now pre-compiled when you launch the game. --The majority of all shaders are now generated via a database at game launch. I would say 80% of all shaders are in the d-base now and more will be added over time. --As you play the game, if a shader is not pre-compiled it is added to the database and saved so the shader does not need to be compiled on the fly ever again. --Certain video drivers could crash - though this was very rare - when compiling complex shaders on the fly. This patch should address that. --In some cases, when entering an area the first time after this patch, there may be a short period of stuttering as shaders are initially linked to materials.
You can now adjust mission length when speaking with a faction agent - Short - AVG 40 Min, Medium - AVG 1-2 Hrs, Long - AVG 2-4 Hrs.
You can now browse available missions while the mission window is open by selecting the "Next" button. A new mission will be offered.
You can now double click crew equipment (shields, armor, weapons) to equip them from inventory. Mods and devices need to be placed manually.
Active status effects are now displayed below each crew member's portrait along with their active duration.
Various code optimizations for performance.
A few changes to the way the physics engine handles movement.
A few changes to the animation system.
A few animation fixes/updates.
A few changes to idle and facing blend animations so they can be interrupted when moving characters. This makes movement more responsive.
The game now generates a backup "sav_dat.xml" file that is not stored on the Steam Cloud when saving the game - just in case there is a disk write error of some kind.
A possible fix for a rare lockup when healing.
FIXED: A bug that was causing random animation and physics slowdown. FIXED: A bug that would leave idle states running at 1.5x normal speed in certain cases. FIXED: Autosave when leaving the Dauntless. FIXED: A bug that would leave equipment quality color border visible when unequipping an item. UPDATED: When grenades and medkits are enabled, a reminder message is displayed when ending your turn to deselect these items from the toolbar. I think in some cases, this was causing confusion. I'll be looking into an automated solution for this. UPDATED: Ship collision damage reduced. Collision damage now affects shields and armor.
I'm continuing to work on a few things: --Weapon special attacks. --Combat pace. --Streamlining of perks so they are available earlier in the game with more frequent updates. --Better inventory sorting. And more...
As we continue with areas that we are actively looking to improve in the future. There will always be places where we can do better, both working together as a studio, and each person that is a part of this experience. We fail as a studio when we can't identify where we failed.
Ongoing Bugs
Nobody likes bugs, least of all the developers of your favorite games. As games get more complex, bugs will express themselves in new and "exciting" ways, and the team is always looking to resolve them. We've had a few rare bugs that continue to elude us, particularly a rare turn bug, and it's been a tough one to crack.
For the non-coder type, most of the code of a game tends to interact in some way with everything else. Making changes that may seem benign will suddenly break another system. While some fixed can be straightforward with some elbow grease and focus, others are a lot more complicated, and we've built a stronger QA and unit testing process for future projects to help us identify and resolve issues early.
Game Presentation
Consistent feedback we received from the community focused on a lack of user feedback within Emberlight. Whether this was confusion within initial menus, or a lack of direction with something as important as navigating the rooms on a level, we needed to do a better job at conveying information to our community. Efforts such as tutorials we're not enough to properly ease players into the game.
As a team, we have a major focus in the current project to ensure the user feedback is properly designed out at the start. We can't assume that a new player will simply get it, and therefore the game needs to provide appropriate direction for a player that needs it. At the same time, we cannot force a player down a lengthy tutorial, so it's a balancing act that we'll refine with the demo we're working on.
Game Awareness
While this isn't directly related to the game development itself, getting awareness for future games is crucial to build our community and push us to continue building quality games for everyone. This was a learning experience for us, and we have new tools in the tool belt for our future projects. Particularly both how to get the game in front of more people, and to ensure that our presentation properly represents the game.
We had many great reviewers, streamers, and YouTubers play our game and provide feedback on it, and it was a humbling experience to hear everyone's views on Emberlight. From the reviews we received, we averaged around a 7 out of 10 which is average to us. Nothing less than a 10 out of 10 is good enough, and we have a blueprint on how to achieve that goal.
If you have purchased the game, please leave a review so the Steam algorithm can index our game properly.
Our final article will focus on our next project. We're super excited to finally unveil our recent work, and where we're going in 2020. Stay tuned!