Stone Story RPG - MintyFresh
Welcome to The Stonescript Update!
Fire up those keyboards: The Stonescript Update is here!

Version 2.8 of Stone Story RPG adds a wide variety of features to Stonescript, the in-game scripting language. Bring your automation to the next level with powerful new functions. Got a taste for scripting? Get ready for the return of Stonejam and share your creations with the world.

After many requests from our community, we have also raised the treasure limit from 150 to 100 + 5 * the player's level. Get your farming on and rack up that loot!

And what’s this? Another message from Acropolis! Check below to see what news the floating city comes bearing.

Additions to Stonescript
The bulk of this update was focused on totally revamping Stonescript, bringing changes like:

Modding


Tired of the same old UI? Spruce it up a little with Stonescript. New ways to manipulate what can be drawn on screen give you a wider set of options to customize your display as you see fit.

These draw functions aren’t just about changing the UI. You can even add cosmetics and pets to the game! Look dapper with a fancy hat or stroll through the Caves of Fear with your trustworthy frog companion.

Advanced Combat Scripts


Push your automation even further beyond with powerful functions. Fine tune your character’s combat abilities down to the second, leaving no room for human error. Ensure your triumphant victory through endgame and beyond.

Mini-games


You got your mini-games in my game! This update comes with 3 mini-games (still in development) built entirely with Stonescript. Pick apart the code to see how you can bring your own mini-game to life.

Script Sharing


You can now import external scripts into your game. Not only does this allow for easier sharing, it also gives players a way to better organize their scripts. Mixing and matching combat and UI scripts has never been easier.

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For a quick guide on how to get started with Stonescript, check out this tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=2003221477

Repeating Crossbow


In-between all the Stonescript improvements, we’ve also managed to rework the Repeating Crossbow. Already a favorite to many, the Repeater suffered from inefficient scaling with enchantments. Check out the full release notes to see how we tackled this problem - http://stonestoryrpg.com/releasenotes/

Stonejam 2: The Return of The Script
In celebration of The Stonescript Update, we’re bringing back Stonejam! Next weekend, flex your scripting skills with the community and see what you can cook up. A few select scripts will be chosen to ship with the game, allowing players to natively import them via the Mind Stone.

Keep an eye out for more information.

Sunday Stream
Catch our Sunday stream (2/23) with the developer, standardcombo! He’ll be going over an exciting new addition to the game (hint: you’ll be able to pet it).

Watch over at https://www.twitch.tv/standardcomb0

The Acropolis Herald
Once more, an ominous black scroll appears before you. Within the parchment lies a stark white print; another pronouncement from the city in the sky. Acropolis is abuzz with activity. Look within to see what events have transpired in the floating capital above.



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We can’t wait to see what you create in Stonescript! Share your projects with us on Twitter or Discord so other players have a chance to try them out.

Be sure to join the Stone Story RPG Discord server to keep up with the game's development and chat with other members of our community! - discord.gg/StoneStoryRPG

For a full list of changes and balances, follow the link here to the Steam Forums post: https://steamcommunity.com/app/603390/discussions/0/1752401163885501711/

-SSRPG Team
Feb 22, 2020
GameAssistant: The Tool For Every Gamer - GameAssistant
It's almost here :)

Less than 10 days left to launch! We are so excited. Are you waiting, too?

We are working on update in cooperation with Achievement Hunting.
More details will be available in launch announcement.

Please help spread the word! :)
And you will get 3 keys. See this topic for details:
https://steamcommunity.com/app/1190750/discussions/6/1743389952522555589

Regards,
GameAssistant Team
Parkasaurus - Takiyah


Office Computer
Hi friends. I’d like to discuss the overhaul of the Office Computer in the next big patch (Dr. Dino). Our objective was to provide players with more relevant data about their parks and add a few cool features. All of the examples below are from my Machu Picchu mission in the campaign: here’s what I built for the mission:


  • Finances Integrated
  • Park Map
  • Guest Heat Paths
  • Additional Guest Information
  • Translation Help - Localizor!

Finances Integrated

With the major changes to End of Day the Finances have now been integrated to the Office Computer. This seemed much cleaner to us.

Park Map

There is now a map of your park located on your Office Computer. As your park grows, so will your map. This provides an interesting overview of the spacing and paths throughout your park. Even cooler is the All Guests review that provides the average value of the various desires of all the guests.

Guest Heat Paths

Guest Heat Maps now exist for all your guests. You can see all the heat maps of your guests simultaneously if you select All Guests. This shows the popular routes of your guests and how you can modify the paths / directing of your park. If you want to see the paths as they occurred for each guest you simply need to select their review. You can see their exact path through your park and the value of all their desires.

Additional Information


As you can see, when selecting a guest review not only do you see their path through your park and desire values, you also can see the buffs the picked up during their stay. These appear as icons at the under their desire meters. AND, the total Appeal of your park is now listed in the top right of the Office Computer. Remember that your total Appeal is the total of each Appeal value of the dinosaurs in your park.

Translation Help - Localizor!

Thanks to everyone who has already helped to translate Parkasaurus. We can always used additional help so be sure to visit our Localizor page. Thanks!

xoxo Taky & Smashlore

Here are a few ways to follow us:
Steam
Discord
Twitter
Mailing List
Facebook
Roadmap and Feedback Forms
Translation Help - Localizor

Disclaimer: Any crazy features we write about might change during Early Access
Feb 22, 2020
Day of Dragons - Bad Parrot
Hello once again!

Now that we have finished with the introductions to our development team in our dev blog 1 and 2, its time for a behind the scenes look at our development process! For this development blog, we are going to show how we came to the Plasma Dragon's final design concept.

For some dragons, we have a clear idea of what we want our species concepts to look like. Others take longer to develop and grow, like the plasma dragon.

For the Plasma, we started with a rough sketch. Our first idea was to base the Plasma off of a swallow, giving it narrowed wings with tail membranes that resembled a swallow's tail when extended. He also had some cute ears.



When the first WIP sculpture was done, we weren't quite feeling the design yet. It just didn't feel like it fit into the world of DoD. So we tried some changes.

We tried a few different head styles and tweaked the wings to be less swallow and more dragon, adding additional membrane and bigger wings in general. We still wanted to keep the narrow wings for speed, but with the support needed to lift the dragon into the air.

We also played around with his ears. Maybe long flowy ears connected by a membrane?



Yeah, no. Long flowy ears were not happening.

We decided to take a step back. What did we want out of the Plasma Dragon and how animals in the real world could help us bring it to life.

The Plasma dragon is stealthy and a silent stalker. So we looked at big cats and decided to use a black jaguar as our body reference. They are strong, strikingly beautiful animals, but can be deadly silent when stalking their prey.

Turning invisible is the Plasma's number one trait and it was difficult to think of a real world example to match its ability. The Flame Stalker has pit organs for detecting infrared thermal radiation, similiar to some species of snakes. The Inferno Ravager uses specialized pores running down its body which expels a gaseous form of its bile, inspired by the lateral lines of fish. For the Plasma, we decided to reference the skin from chameleons and cuttlefish. Both are well known for their color changing abilities.

As for the head, we went with one of Parrot's favorite reptiles, the Red-eyed Alligator Skink, for the reference. Their adorable large eyes and dragon-like head shape seemed perfect for our vision of the Plasma Dragon.



Some more tweaks to the wings and we were liking the overall feel of this new sculpture. Just a few more changes.......



And.......



Finally, after nearly a month of tweaking, re-sculpting, and re-designing, we finally had a Plasma Dragon design we were happy with and we felt would fit nicely into the world we are crafting.

All that was left was to choose the color, which was inspired by western fence lizards and the colors of the galaxy.



From a very rough sketch to the image you see above, we are very proud of what our small team and the support of our community was able to create. We can't wait to see this dragon living, breathing, and thriving in the world of DoD.


Dev Q&A


Here are our answers to some of the top Dev Q&A from our discord community! The channel will be cleared and open up once again for the next round of questions. If your question didn't get answered this round, feel free to post it again!

Question One
Q: Can we get an update on the animator?

Jao: The animator we hoped to hire in January, their previous contract was extended until April. In light of that news, we have been speaking with some other animators in case the preferred animator's contract is extended again. We hope to begin animating our dragons in April or May.

Question Two
Q: When should we expect to see the first three custom dragons and kickstarter dragons join the game?

Jao: The first 3 dragons should be in the game by mid to late summer. The first kickstarter dragons (Healer/Nurse/Bio) will follow soon after along with the Acid Spitter/Blitz Striker DLC dragons. The other Kickstarter dragons may not be in until 2021, it really depends on how quickly they make it through our production pipeline.

Question Three
Q: What is the reason for adding an additional placeholder model instead of reusing an existing model for the buff dragon?

BP: We actually purchased all of the placeholder models before the kickstarter was launched, including the model used for the buff dragon. Therefore, it cost nothing to use the fun, new model for our DLC test and it gave the community something to play with while we work to get our custom models in the game.

Question Four
Q: Would you consider doing a livestream of some of the visual work, such as Jia Hao's modeling or Jao making the megamap?

Jao: We will definitely consider it. You will probably start seeing more of the mega map in March.

Question Five
Q: Will clouds be added to the game, so dragon players can hide in them or fly through them?

BP: That is a really fun idea! Right now, it is not possible to fly into the clouds, but it would be something fun to add later on.




From the Community


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

Some of our favorite recent screenshots...


by Draka#5934


by Altanaös#0554


by Duschiblue#5328



Some of our favorite artwork from the community...


by SaphyKat#4570


by R-Y-R#3373


by 🌻KyraG🌻#6415

Thank you all for reading! We will see you in the next development blog!

~The Day of Dragons Development Team
KUNAI - Su
Greetings warriors,

KUNAI has been released three weeks ago and we can’t thank you enough for your everlasting support.

We’re more than thrilled to announce that KUNAI Original Soundtrack composed by the great Shannon Mason (also known as Pongball) is now available for purchase on Steam.

https://store.steampowered.com/app/1243000/KUNAI__OST/

KUNAI OST contains 14 tracks that will rock your heart and ninja soul.


Keep up KUNAI latest news on:

The developers’ website: https://turtleblaze.com/
Turtle Blaze Twitter: www.twitter.com/TurtleBlaze
The Arcade Crew Twitter: www.twitter.com/TheArcadeCrew
Shannon Mason: www.twitter.com/pongball

Founders' Fortune - Oachkatzlschwoaf Interactive
Hi everyone, I just uploaded Alpha 12.2. Here is a quick overview for you:

Balancing
  • Pirates arrive a little later and late-game tributes don’t get as high any more.
  • Migrants arrive a little quicker for endgame colonies (I spaced it apart too far, because I thought families would easily provide all the necessary new villagers)

Bugfixes
  • Fixed a bug where you couldn’t drink the elixir of youth if you didn’t have any healing potions in store
  • Fixed a bug where hugging a child could lead to strange teleporting
  • Snowmen can no longer be built inside (though you can still move them there if you really want)
  • Fixed bug where 1 lone floor tile on the top of stairs was not walkable
  • Fixed a bug where children were immediately angry after growing up for not having received a salary yet
  • Fixed a bug where the game wouldn’t save properly
  • Minor translation issues, typos
  • “Talk to other tribe” wish now fulfills properly

Other
  • You can now load saves even if you don’t have the required mods installed
  • "Hug member of other faction changed to “tell joke”, because you need to be buddies for hugging and cross-faction relationships do not exist in the game as of now
  • In-game error logs now prints more details
  • Automatic error reporting tool now tracks long frame freezes to help with fixing it (see this post on Steam)

We’ve received a ton of feedback on Alpha 12 now and I think as a dev it’s now time to start thinking about Alpha 13. I’m still going to write down bugs you report and feedback you give, but unless there are any gamebreaking things, Alpha 12.3 is probably not going to be necessary. :smiley:

Happy playing!

Easy Red - corvostudio
Hello to everyone!

I am happy to announce that a new version of Easy Red is in development.
Next version will be released at least on PC and Nintendo Switch - keep this in mind for considerations about hardware limitations when you post your ideas.
Easy Red focus his mechanics around a realistic battles simulations offline (and maybe, next title online too? how?) where soldiers tries to react in a realistic way to combat scenarios, where player can have a solid management of every bullet in his inventory, and where weapon management try to be as accurate as possible.
All of this in big battles where you can be every single soldier on the battlefield experiencing how the key to survive is actually fighting with caution and strategies.

We want to keep the exact same ideas and bring them to the next level.


We have a lot of new ideas for next re-made from scratch title, for example:
  • A new improved First Person view and animations management.
  • New modern details such as foot placement on the ground, and responsive animations.
  • Totally new and more realistic management of the troops, adding a squad-based system where an officer will give orders to infantry inside a squad to coordinate fights. Player will of course be able to play as soldier that must follows orders and squad commander as well.
  • Improvements in graphics and optimizations to be able to handle many more units in a fight.
  • Adding of new soundtracks to make the fights even more intensive.

We will enlarge this list with your suggestions!

Also we need to decide where this will take place. We will consider everything, from totally historical accurate campaigns to more story-based scenarios.

Hoping we gave you an exciting announcement, we are curious to read your ideas!

Marco


Help us during the early development decision of the games filling this super quick form:
https://docs.google.com/forms/d/e/1FAIpQLScqq2gDliSp6OXJUDoYGPRXppnVXQ7DpEb_859S_-pomcr5Fw/viewform?usp=sf_link

Feb 22, 2020
Leap of Champions - leaf.games.software
Hi everyone and thanks for show your interest for Leap of Champions.
We are currently working really hard to improve the game listening to your reports and suggestions. In this new build we implemented a Score System and a Leaderboard and we hope that you will have a lot of fun challenging the other members of the community! :)
We would love to hear from you, so feel free to share your feedback and suggestions or directly reaching out.

More specifically, in Build 1.01 we worked on:
- Score System (based on Kills, Victories and in-game achievements)
- Leaderboard
- Steam Achievements
- In-game information about Gameplay (mods, classes, weapons, perks)
- General 2D improvements
- Graphic optimisation of the map
- Graphic improvement and visual hints for the Bomb’s behaviour
- Bugfix

Ciao
Leaf Games and Software
Element Space - javierentelman


Hello everyone!

My name is Javier, I am the creator of Element Space, and it is great to finally address you all. This has been a long time coming... but the time is finally here.

First, I want to personally apologize for the delay on getting the game back on track, To be absolutely honest, we had some internal problems a few months after the game was released (both inside our studio and in our home country, Argentina) which led to us to stop focus on updating the game and get as much outsourcing work as possible to keep the studio running.
I don´t want to sound like I´m making up excuses, but I hope you can be open-minded about it. When a crisis hits and you have to survive, it´s important to understand that sometimes in life you have to concede a lot of time to reach a goal in the long haul.



We had to make a choice. With our reduced numbers we either could fix a few bugs at a time or full-on work on the additional features, ports and a stronger QA, and we decided for the later. It took a long time, but at this stage, we feel we made the right call.

During this time we started working with the fantastic people at Blowfish Studios (Blowfish´s website). They approached us with an interest to port and publish Element Space to consoles (starting with Playstation 4 and Xbox One). They also invested and worked a lot in the game, helping us bring it to a higher standard of quality and adding additional content. They have been a driving force in the upcoming release, helping us refocus our effort and we are enormously thankful for all their hard work!



The game feels a lot better and runs much smoother than before, but why leave it to just my opinion? You will be able to try it very very soon: our target is to release the console version with Blowfish Studios as publishers on the 24 th of March!



Not long after that, after we do some small tweeks, we will release a PC version with most of the new features working! We mean a couple weeks later, tops!
We will try to bring all features to come out together, but we might do a few updates and just keep pumping them out (they are done, but we do need to QA them when integrating them on PC).



We are calling it a re-release, because we feel that now, Element Space runs, looks and sounds as we want it to finally feel. I do seriously recommend you to re-start the game, so you can see what I mean when I say: the game is at the level it deserves!

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So let´s jump straight to the list of new features that the game will re-release with:

-Full Voice Acting: Yes, you read it. All characters now have a voice. This was a lot of work but we felt that the game needed to add that level of immersion. We recommend restarting the campaign as to feel how this makes ES into a whole new experience!

-Easy Mode: We took a big leap of faith when we came out with the game with it´s hardcore difficulty, but the voices have been heard! If ES feels unbeatable to you, try the new mode of play! You will be able to enjoy the entire experience and learn for a second go at the campaign on a different difficulty ;)

-Strong Debugging: Indeed, we took note of every single complain, and fixed it! Of course, doing QA for the new features was key, but we also addressed previous reported bugs (and will aim our focus on fixing new ones, if they appear).

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Thank you so much for taking the time and effort to read this and to play the game. We do hope you enjoy the update and that we can finally give you the quality product that you as players deserve! That is also why there are some concept images on this post as well ;)

Cheers everyone, I leave you with some digital faces of Zero!



Javi.
Minotaur - The Universe Of Seven
Greetings, fellow Kyosians!

We're happy to let you know that the work on Thea's route has been going well!

Thea's route is the second longest after Nod's, and it can be roughly divided into three big parts. We're currently working on the second part, and we hope to finish the route in the middle of the year... This year : )



I shared another winter screenshot with you in our previous update, and some people expressed their concern about Thea freezing to death. Don't worry, we already tried to kill her once, so this time we got her covered - literally:



Variants of Thea's "winter outfit" by Demi. Can you guess which one we picked?

Other players wondered if the rest of Thea's route will take place in the same locations as Nod's. Not to worry either! Thanks to Adam's relentless work, most of the areas that Thea visits in Royce are either entirely new...



...or can be seen from a new angle, so to speak:



Wait, sorry, that screenshot is missing one important detail:



I wish I could share more screenshots with you, but it's a bit risky - now that Nod's route is out, they're full of spoilers! What I can tell you is that Thea will get her own skill, just like all other playable characters. Originally we didn't intend for her to have one, but since we want to keep the gameplay engaging and diverse, and Thea's route is quite long, we decided to spice things up a bit.

***MINOR SPOILER ALERT***

Without going into too much detail, Thea's skill will allow her to see the location that she's at from the outside (under certain conditions). For example, here's one of the locations that she visits in "normal" mode:



And here's how it looks with Thea's skill in action:



This gives us an opportunity to use some pretty cool (hopefully) concepts visual, puzzle and story-wise.


***END MINOR SPOILERS!***

In parallel, we've been working on the improvements based on the feedback we got so far from our Early Access stage (huge thanks to everyone who provided it!) - like this chapter select screen, which has replaced character selection screen, and which will allow you to start from different parts of the game:



Most of the screen is blocked, of course... huge spoilers! Anyway, in addition to selecting where to start from, we want you to also be able to pick a set of choices that you've unlocked prior to that point. That way you won't need to replay the whole route, or even game, several times just to try various combinations of those choices. Let's try and save some of those poor kittens!



I'll be honest with you, this is NOT an easy screen to make, and it's still a work in progress... But I hope it'll make your navigation throughout the game much more convenient! Ideally, it will be complimented by a manual save system with the same feature, and perhaps later we will also add indicators for missed extras (cards, artwork and music) - this screen seems to be well-suited for that.

Some other things that we're working on based on feedback (that we plan to roll out with Thea's route):

– Proper output of Chinese language (without that horrible extra symbol bug - I'm really sorry that it turned out to be such a problem to fix!)

– Optimized elevator descent scene - some players had issues with it (up to the point of the game becoming unplayable), which is most likely caused by unoptimized assets and animations; we've decided to rebuild this sequence from scratch to address this

– Adjusted post-Bygone puzzle - it turned out to be very confusing, so we're replacing it with visual-based exploration (no text wall!)

– Some other minor bug fixes and improvements

Other requested features that we're keeping in mind (most likely for Mentor's route release or later):

– Gamepad/touch controls support

– Auto-dialogue option

And that's that! As usual, let me know if you have any questions or comments, and we hope that you're looking forward to Thea's adventure!

Love ♡🐧

Nick and u7committee
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