This update brings the first version of in-game team voice chats to improve communications, you can bind a key you would like to push-to-talk and then communicate with your teammates in-game. There are also some improvements for the quick callouts that you can use to send pre-determined text messages to your team, like requesting them to hack the enemy hangar doors.
Capital ships now also look a lot more damaged if they are low on HP with additional, larger fires and new smoke effects. You can also set new config values for your dedicated servers to allow for co-op play on them or to disable the Tactical Droid AI. Also, there are fixes for AI not shooting intruders, players sometimes being invisible, and hopefully, a fix for players occasionally falling through the floor after respawning.
If you experience any issues, please let me know!
Full changelog: - ADDED: first experimental version of team voice chat - ADDED: more exterior damage representation - ADDED: "coop" dedicated server config option (true = coop enabled) - ADDED: "disablebot" dedicated server config option (true = AI bot disabled) - IMPROVED: quick callouts menu - FIXED: Droids/Barsk not shooting intruders on Linux servers (like the official servers) - FIXED: players being sometimes invisible on round start - FIXED: potential fix for falling through the floor
In light of the coronavirus pandemic, we have decided to run a 50% discount on DemonCrawl through the rest of March, effective tomorrow (3/17) at 10 AM Pacific.
We understand that money and recreation are both in short supply right now, and we want to help by making our game available to as many people as possible.
On a related note: we were originally scheduled to fly out to San Fransisco to attend the Game Developer's Conference today. Understandably, the event has been postponed (along with our trip), but we fully intend to go in the summertime. With any luck, the virus situation will be under control by then, and we hope to meet up with some of you there!
In the meantime, stay safe, keep your spirits up, and play lots of videogames. <3
Well, there's no denying we're living in some strange times right now. I know some vague platitudes from a no-name indie dev won't do you much good, but I promise you that this isn't forever.
If you're feeling stressed, panicked, depressed, whatever - that's normal. Give yourself grace and patience. Just chill out at home and play some relaxing games - I can think of a few :D
On a personal note, although I live in one of the hardest hit US states (Washington) I have no plans on suspending work on Village Monsters. One benefit to being a solo indie dev working from home is that I've been following all these social distancing requirements for many months now.
Anyway, enough doom and gloom. Time for some patch notes!
Game Feel
Since November I've received a steady stream of feedback that the game feel isn't quite right yet. This is to be expected for any unreleased game, but I don't want to wait to the end before polishing things up.
Here are some changes I've made to improve the game feel of Village Monsters.
Drastically adjusted the inspection range to improve behavior and make it easier to inspect the object you mean to
Player movement now has acceleration and friction, meaning movement should now have more "weight" to it and feel less swim-y
Improved interaction points with merchants / services NPCs
Improved the deadzone when using a gamepad
Made camera a bit more dynamic and smoother
Added support for changing the camera speed to account for fluctuation in FPS
Lowered player's default max speed slightly (sprint is unaffected)
New & Improved Features
Every update brings more features and systems online. Here's a few of them new to v0.65
Villagers now reply to your letters. Their response depends on what they thought of your letter / gift
Your mailbox is now properly saved on game exit - you will no longer miss new mail if you quit the game before reading it
A new Odd Job for Treasure Hunting (Tutorial) has been added
Sending Feedback / Reporting Bugs is now accessible via the main System menu
A number of new gifts have been added to the store
Added a large number of new potions. The most useful might be the Potion of Agreeable Affections which makes it easier to befriend people
New entries for villager profiles have been added
Added a large number of new effects for the Dr. Klaus Human Experimentation job
Added a huge number of new treasures to find, including new rings, amulets, and more
Added or improved description and lore of existing treasures
Each region now has their own distinct list of treasures to find
Added a new message for unlocking post office boxes and added more items to discover inside
Dig spots now spawn at a slightly higher rate
Cutscenes
Village Monsters now has cutscenes - it's finally like a real video game!
Most of my time was spent creating the infrastructure itself to support cutscenes, so there aren't many in the game yet, but that'll change soon pretty quickly.
Added the concept of cutscenes to the game
There's a new intro cutscene involving the mayor when starting a new game
There's a new cutscene that plays when encountering the glitched bridge in Firetree Forest for the first time
In general, story cutscenes will only trigger for new game files. In the future, other cutscenes - like for villager relationships, etc. - will trigger for existing files
Cutscenes currently can't be paused or skipped, though that will change in the future
Cutscene conditions are saved between sessions - meaning you'll never risk missing one before bumping into its trigger
Improved Graphics & UI
I improve the graphics with every release, but for this one in particular I spent a lot of extra time with art assets that have been around since the early days - this includes UI elements like the timepeice, many villager sprites, critters, shadows, and more.
Improved the sprites of many villagers, notably Umbrae, Edmund, Bugs, Trundle, Lindwyrm, Mayor Ludo, and others
Added movement sprites to a number of villagers
Added a brand new clock & calendar UI element and retired the old one
Added a new "virtual keyboard" for gamepad users
Completely redid the exterior and interior of the village library
Added an enormous amount of new furniture and decoration
Greatly improved Dio's home interior
Greatly improved Zigi and Bug's room
Improved the Active Effects page + descriptions for each effect
Improved various tiles in the spring tileset
Improved the look of several critters and fish
Changed (and standardized) a large number of fonts
Improved the look of a large number of buildings in the village
Improved a number of "flat" sprites by adding proper outlining or shading
Upcoming World Modifications are displayed in the End of Day summary
Added new & improved keyboard and gamepad icons
Updated a number of portraits for non-NPCs
Improved journal fonts across the board
Most list elements (like the main menu and dialogue choices) now properly loop
Bugs Fixed
As usual, I took the time to fix an absolutely shameful amount of bugs. The following will no longer plague the land.
Further reduced memory footprint by booting unused data structures to the curb. Get a real job, losers!
Fixed text formatting issue with the Donkey Fly
Fixed name and description of the Mail Key treasure
Fixed issue where player character could interact with objects during the end of the day transition
Fixed a number of instances where Zigi was incorrectly referred to as Zero
Fixed a large number of typos hiding in some new idle dialogue
Fixed an issue that could result in infinite confirmation boxes when performing Odd Jobs
Fixed villager relationships not increasing the proper amount when receiving gifts
Fixed portraits for a number of inanimate objects, like mailboxes
Fixed rare issue when the mayor would erroneously send cancelled holiday letters in the mail
Fixed issue where fish would not bite in the ponds of Firetree Forest
Fixed a number of missing words and typos caused by Valentine's textual glitches
Fixed a collision issue with ladders and other rotated objects
Fixed coloring issues in Vara's house
Fixed some furniture weirdness in Mock & Birdie's house
Fixed wallet display issues
Fixed collision box surrounding player mailboxes
Fixed tile issues in Saley & Stapes home
Fixed issue where UI elements would overlap objects in Saley & Stapes' home
DBB was updated to version 1.0.0-beta4, migrating all bot files to the version 12 of Discord.js. This update will be divided into parts because there are blocks that are still under development and need requirements.
Changelog:
Migrated all bot files to the version 12 of Discord.js.
Improved the bot.js file.
Added, updated, fixed and removed blocks. Check the list below;
New blocks:
Leave Server
Get Presence Info
Remove Message Embed Field
Random Color
Deleted blocks:
Add Blank Embed Field (merged with "Add Embed Field" block)
Get User Game Info (merged with "Get Presence Info" block)
Updated blocks:
Ban Member (added the input "Delete Member Message History")
Find Server (removed the option "Server Icon URL" in "Find Server By")
Get Bot Info (adding, updading and removing options)
Get Invite Info (added the options "Is Invite Deletable By The Bot?", "Invite Target User" and "Invite Target User Type" and removed the options "Invite Server Text/Voice Channel Count")
Get Member Info (added the options ""Member Last Message Channel ID", "Member Server Bot Voice Connection", "Member Boosted The Server At" and "Is Member Using "Go Live"?")
Get Role Info (removed the option "Role Permissions Bitfield")
Get Server Emoji Info (added the option "Is Server Emoji Available?")
Get Server Info (added 18 new options)
Get User Info (added the options "User Last Message Channel ID", "User Locale" and "Is An Official Discord System User?")
Math Operations (added the modulo operation)
Merge Lists/Texts and Add Message Embed Field (added the "Position Type")
Send Message (added the input "Attachment")
Fixed Block:
Add Message Embed Field
Command [Event]
Bot Typing
Check Comparison
Print
Remove Value From List
Split List
Wait
All message embed blocks.
Please update your bot.js file and blocks folder by going to Bot Menu -> Update bot.js File / Update Blocks Folder!
As most of the world has stopped playing ball games - we are working hard to make ours ready as fast as possible.
In these difficult times of a worldwide quarantine, we want be as close with you (our fans) as possible to put a smile on your face more than once in a while.
From now on - we are going to be more active and try to provide a lot of new cool stuff, as soon as they come out from the hands of Cat-astrophe Games.
To keep up to date stay tuned and follow Gaming Factory's social media for the hottest news and updates.
Remember, we are here for you and we want FoodBall to be the game that not only meets your expectations, but exceed them by far.
If you have some ideas, or just want to provide us with your great ideas, please post them on our social media or here on Steam. We will review and consider every idea gamer's minds can invent.
The servers will undergo maintenance and server update on Tuesday, March 17, 2020, starting at 18:00 server time. The downtime will be approximately 1-2 hours.
Reason:
Routine server checks
Fixed an issue where using Trade All to make multiple items in Create or Resource only showed a quantity of 1 in the system message.
Fixed an issue where Black Temple Red was dropping 4th Anniversary Silver Coins instead of 4th Anniversary Gold Coins.
Fixed an issue where Active Skills will miss upon equipping high-rank relics.
We'll update this post when the maintenance is complete, and servers are available. Thank you for your patience during the maintenance.
There will be an update that will change a lot of elements for the player's progress with :
Race additions.
New statistics.
New achievements.
Hidden achievements.
Progress restrictions.
Several difficulty levels.
Several modifications on evolution of spells.
As well as some minor improvements and bug fixes like the other updates.
So all the backups will be deleted.
This update will take place at the weekend, I plan to do it between March 19 and 21 where I will keep you informed at the same time of the current state of the game and the postponement of the release in detail.
While Jayson almost finished the Dungeon map design, I dedicated this week to tackling the challenges of moving to NodeJS/new cloud technologies - While game-wise it is not directly productive, I consider it a good investment - I suspect it's going to take around 2 weeks to actually re-write/re-structure and move everything when/if the time comes to open source
Good thing about the current Python backend is that it can fully run locally too, the new Node JS one will assumably make things simpler, however, new stuff can't run locally, so it will be a game that will go live with 1 command - it's both cool and bad, bad because free tiers are very restrictive and cloud costs are high - I just hope it won't be a roadblock to those who attempt yo build their own experimental mmorpg's - and I guess it also eliminates the step each project has where you go from local development to a public version