Epic Tavern - MisterTomo
Today's Dev Stream will be a special session where Eric, Rich, and myself talk about the good old days at Treyarch when we worked on "Spider-Man 2: The Game" from 2004. We'll share stories of the development and our thought process in its design. Catch us at https://www.twitch.tv/epictavern at 4pm Pacific time!!
Dogurai - Trash Rat
Dogurai has just released on the Nintendo Switch and the Playstation 4! To celebrate, we're running a huge sale across all platforms!
Mar 25, 2020
Survive Together - Jeck
NPC AI, Pregnancy, Night Cycles, Monster Attacks, Twitch Integration, Hair Styles & Hover Information! - NPCs have been added to the game who can be part of your village, a friendly neighboring village, a random wanderer or even an enemy village. If the NPC is a member of a town, they'll look for work to do in the town such as collecting resources, organizing the town, building structures, crafting tools, etc. Little by little they'll build up their village to the best of their ability.

We also have pregnancy, which allows existing players or NPCs to develop a baby bump and give birth to another NPC and eventually players. The settings are a bit wild for testing purposes, and so a baby grows into an adult within seconds. There will eventually be a gradual improvement where a baby becomes a child before becoming an adult. But for now, one villager can repopulate via this method. (note that pregnancy will be a game option where you can force spawn as adult, force spawn as baby or no spawning).

There's now also the element of time, and as the night progresses, things will get dark unless near a fire. Also during the night, monsters will attack the villages throughout the land. For now this is a few waves of rats, which are very weak, but eventually the monsters will get harder. (note that night cycles will be a game option that can be disabled). (also note that monster attacks will be a game option that can be set to off, set to always be a decent challenge to the village, or to progressively get harder each day).

Twitch integration was added to the extent that character names can be based off a Twitch chatroom's participation. So for example if you have someone watching your Twitch channel and their handle is AwesomeDude77, when an NPC has a baby it will potentially use that name for the child. Nothing special, just thought it might be cute, especially if the game is left on a spectator mode to stream on, where the game basically plays itself (NPCs doing their thing). Eventually it would be nice to allow Twitch viewers to send commands which let them control their NPC counterparts, such as making them start fights or choose new professions.

Hair styles were added. There's only a few in the game right now (I think 6 or 7) but it's really easy to add more, so that'll happen soon. It finally gives some variety to the villagers.

Hover information was added as well. If you hover over an item while holding the left shift key, it will tell you what item you're hovering over and how many there are. So for example if it's a stack of 13 rocks, it will say "Rocks x13". This will help when dealing with large piles or items you're unfamiliar with.

There's also a ton of other stuff that was done, so I'll list it out below.


Additions

  • Added NPC AI. The villagers will now automatically build their own village, fight off monsters, give birth to new members, etc.
  • Added Twitch integration. I added the ability to gather a list of chatters in a given Twitch channel, which I'm eventually going to have an option to spawn NPCs using those viewer names. Maybe even allowing users in chat to control certain things (such as war mode, applying for specific town professions, etc).
  • Added ability to host a multiplayer game.
  • Added game logo title to main screen.
  • Added a multi-player menu. From here you can choose the type of multiplayer options such as joining the main server, hosting a server, hosting a lite server (server only), connecting via IP, etc.
  • Added connect screen. Here users can enter a specific IP address to connect to.
  • Added stacking stone hatchets to 5, previously 1.
  • Added stacking stone hammers to 5, previously 1.
  • Added stamina. Now doing certain tasks (such as cutting down dead saplings with a sharp rock) will require stamina to use (which will replenish over time). Currently this only applies to NPCs.
  • Added hair styles.
  • Added pregnancy.
  • Added birth. Currently while pregnant you can say "I name you _____" to name the child and push them out as a baby.
  • Added growth stages. While there is no limit to how long you can live for now, age is implemented, and for now determines when you're no longer a baby.
  • Added baby movement animations.
  • Added dead babies. Yup, you read that right. Unfortunately, when a baby in the game dies it can't just take on the image of an adult body. Maybe I can make it become bones instantly if it's a problem, but gonna keep it in for now.
  • Added 3 more trees (Previously 1, now 4 total).
  • Added mouse-over information. If you hold Left Shift and hover over a tile, it will show the name of the item above the mouse.
  • Added time. The day and night cycles, but eventually will be rare celestial events as well.
  • Added AI to multiplayer.
  • Added back main server (currently live, but I may take it down from time to time during development).
  • Added lighting. Now during the night cycles, the campfire can light the surrounding area up to varying degrees.
  • Added genders. Now each villager will be assigned a gender (male or female) and will have hair appropriate to the assigned gender. Also if you name a baby from the official name list (currently about 50 female names and 50 male names) it will automatically give the correct gender (for example a Bill will be a male, and a Lucy will be a female).
  • Added rats. The first natural enemy that will attack the village during the night.
  • Added night attacks. Now every night during the darkest hours, monsters will randomly spawn and attack the town. Depending on the village size, more or less monsters will spawn. As the village grows in strength or the days tick away, newer enemies will replace the weaker ones. Starting with rats, you'll eventually be challenged by wolves, goblins, marauders and worse.
  • Added automatic screen adjustments. When starting a new game, the screen will automatically adjust to the largest possible size depending on the resolution of the monitor it's on.
  • Added proper corpse decay. The game formerly would check for corpses every 3 minutes and turn them to bones, and would do the same for bones, turning them to nothing. This was a worldwide function, and so every corpse changed to bones at the same time. I changed this to now have independent timers, so each body will decay on it's own schedule (the world checks every 10 seconds).
  • Added proper campfire decay. Just as with the corpse decay, campfires now burn out on their own timers instead of based on the world timer. So now as soon as you put more wood on the fire, it refreshes it's timer and starts as a new flame.
  • Added night cycles to multiplayer.
  • Added night attacks to multiplayer.
  • Added AI campfire defense. AI villagers will now huddle around the campfire during the darker hours of the night, ready to defend the town against attackers.


Fixes

  • Fixed a bug where the escape menu wouldn't adjust properly when using the different screen sizes.
  • Fixed item drop logic. Items can now drop in a square 25 tiles large, previously 9. Items were disappearing if the 9 squares around the drop were already taken. Perhaps going to extend this further someday.
  • Fixed menus. The options menu now functions smoothly when resizing the screen.
  • Fixed FPS when not focusing the game. I'll eventually add this as an option that can be toggled, just in case people want to reduce resource usage when using other applications.
  • Fixed bug where after summoning villagers, using chat would become nearly impossible since the text would constantly clear as you type.
  • Fixed names to always be shown on top. Previously was being covered by trees.
  • Fixed animation for fiber. When picking it up and carrying it, the graphic appeared lower than the player's hands. Now everything should look correct.
  • Fixed a bug where minimizing the game would cause your character to wander hundreds of tiles away.
  • Fixed a bug where the ticks (operations that run every 1 minute, 5 minutes, etc) weren't running properly and would cause the screen to quickly jump. (Everything seems 100% smooth now).
  • Fixed a bug where you could spam the drop button to drop things to a nearest tile if the tile you were on was full (this might be added later as a feature using a specific key).
  • Fixed a rare bug where items could disappear while being picked up.
  • Fixed the way the backspace key works when entering a message. Previously you had to press and release the key to delete each letter. Now you can press and hold the key, and after 400 milliseconds it will start deleting previous text very quickly.
  • Fixed a bug where the area to type a message was elevated to the middle of the screen when using a larger screen size.
  • Fixed a bug where the ghost world fog (a white transparency over the world while dead) wasn't covering the entire screen when the screen was enlarged.
  • Fixed the respawn button placement on different screen sizes. Previously if you made the screen larger, the button stayed in the same area as if the screen was smaller.
  • Fixed a bug where it was rarely possible to exist as a ghost while using the image of a dead body, thus letting you wander around as a dead body (visible to other players).
  • Fixed a bug where items weren't always being dropped on death.
  • Fixed a bug where the health, thirst and hunger bars were showing in the middle of the left panel upon changing the screen size. Now all bars are at the top.
  • Fixed a bug where after respawning, the respawn happened so fast that it was possible to release the mouse on clicking the respawn button to activate moving, causing the player to immediately move upon respawning.
  • Fixed a bug where using "Abra Duel" would crash the game after the fight (the second test town placement was in the ocean, oops).
  • Fixed the second tree image not spawning any squirrels.
  • Fixed the positioning of player names. Also babies should have names closer to their heads.
  • Fixed the positioning of player messages. They should now align properly over the head.
  • Fixed rat name location. The name of rats will now appear above the rat instead of at normal player head level.
  • Fixed NPC AI. Villagers should wander around when there's nothing left to do instead of attempting to do certain jobs and standing still in confusion.
  • Fixed multiplayer screen size on login. Now the screen will automatically adjust to your resolution when joining a multiplayer game.
  • Fixed multiplayer baby naming. It was making everyone male when a player gives birth, but now you can birth females as well based on name.
Mar 25, 2020
MMA Simulator - Fuel
Hey all,

Hope you're doing okay through this pandemic the world is going through right now. (Never thought I'd say that in an update.)

Here's a run down of what's new in version 1.18, it's a big one!

Changes to simulating time progressing
To sim forward in time, there is only one button now instead of the previous three (day, week, month) - once pressed it will automatically sim 1 day each second. There's two reasons for this:

• It was easy to miss mail messages before, which could mean missed fight contracts / fighter departure warnings etc.
• Now you will be able to see fighter skills going up in real time (in the training screen and profile)

The only downside I can see to this method is getting to the next event - maybe you don't need to watch your fighter skills changing for a while.

If that's the case, you can go to the event preview screen and click 'Sim to Event' to simulate each day up to the event.

New art!



It's been a while since anyone has mentioned it, but when the game was released the fighter art was often regarded in a not so positive light. I didn't disagree, some of the 3D models looked like they'd cooked too long in the microwave.

I hired an artist to replace all of the portraits with more stylized fighters. I really like the new look, and it gives the game a unique style that works way better than trying to look realistic like before.

Skill indicators

If you simulate days while in the training screen, skills will now turn green briefly as they raise. Injuries will show up in red both here and on the fighter profile screen.

Fighter profile screen improvements



The fighter profile screen has had some minor improvements. I will probably revamp this screen entirely in the future, but for now it's a start.

There's now a training button here to take you directly to the training schedule for the fighter you are currently viewing.

Mail screen improvements



The mail screen has been completely revamped - it still functions the exact same, but looks much better than when I originally created it.

Event breakdown screen improvements



Not a total revamp, but similar to the mail screen I replaced some outdated elements I relied on when it was made.

Balance changes
Fatigue now reduces while a fighter is injured.

Bug fixes
Fixed possibility of gym initially starting with 0 fighters

What's next?
My next priority is improving the fighter database - adding retirement for fighters along with new ones coming up through the ranks. As always I'll be improving the playability where I can too.

Any feedback is greatly appreciated and helps me out a lot. Right now aside from the Steam forums, there is a subreddit you can post to at https://reddit.com/r/mmasimulator

Thanks for playing and stay safe out there!

Nick
Guardian of Lore - Merrick
This past month has been quite a rollercoaster! The world came to a halt after the coronavirus outbreak turned into a full-blown pandemic. People went into voluntary (or mandatory, in some countries) confinement to try and flatten the epidemic curve. Full houses, desert streets, nature reclaiming ultra known geographical landmarks (crocodiles and swans in the canals of Venice?!). As regards Round2Games... we’re happy to report we’re completely safe and sound, working tirelessly to turn our vision, our dreams, into a reality: an epic Indie Game you won’t be able to put down!

What’s new with Guardian of Lore? We have lots of exciting updates to share. Keep reading for the full report!

Guardian of Lore March 20 Update - Controller compatibility

We want players to enjoy our action-adventure game as much as possible, which means we must ensure that Guardian of Lore is compatible with the most popular video game controllers. We have improved the compatibility of the game with Xbox controllers (Xbox 360 wireless controller and Xbox One controller), PlayStation 4 controllers (Dual Shock 4) and with generic controllers. What is more, the game detects which was the last controller input and changes the in-game icons depending on which controller you’re using. Hither art some captures of our computer screens which supporteth our claims! Or, in other words, check out these screenshots! Best leave the fancy English to the pros (hint: not us, we should stick to game development).



Other improvements along the same line include the deactivation of the mouse so as to keep it out of sight. You can still use it on the menus, as it comes back to “life” once you click any button. Out of sight, out of mind! We need your head 100% in the game, no distractions, for Sayri’s sake!

Guardian of Lore March 20 Update - New colors for Sayri’s wardrobe!

With great coats, comes a great responsibility… wait, that’s not how it went. Anyway, Sayri’s new outfits are both awesome AND powerful! Apart from giving our hero a brand new look, they add a little special something to the gameplay.

The coat Sayri gets in the Yerba Mate level is made of Yaguarete fur and increases his speed. Sayri finds it after doing a certain action we won't disclose at a place we won't talk about... aren't we the nicest devs ever? You won't get spoilers from us!

We’re already working on next level’s coat, which will be made out of ice and white eagle feathers. This special coat will allow Sayri to fall a tad slower. There will be 9 special outfits, one for each level!



Guardian of Lore March 20 Update - New level on the works!

While we’re at it, let us break the news… *drum roll* We’re full on working on the level Sierras Nevadas de Merida! Sierra Nevada (in Spanish, Snowy Mountain) is a mountain range and national park in the Andes, in the western part of Venezuela, in South America. Beautiful beyond measure, Merida is rich in myths and legends, both of indigenous origin and those created through time by peasants.

Sayri’s guardian duties will have him protecting the lore in this incredible snowy mountain range. We’re just a teensy bit envious of all the traveling our guy is doing, we’d totally follow him on Instagram if he had an account! We guess all the boss fighting and lore saving leaves him no time for taking pictures.

We have no sneak peeks to share yet, but we can promise you beautifully crafted landscapes that will do gorgeous Merida justice.

Guardian of Lore March 20 Update - New trailer!

Our brand spanking new trailer is finished, and we’re over the moon. We won’t lie, it took a while to put together. But the results of such hard work are more than worth it! You can see it on our Steam page >>

https://store.steampowered.com/app/1211740/Guardian_of_Lore/.

And, while you’re there, you might as well add us to your wishlist, if you haven’t done so already.

Have you ever caught yourself admiring our artwork and our characters and wondering what you’d be able to accomplish as a Guardian of Lore? Here's your chance to take your imagination on a ride across the Mystic Library and the Yerba Mate Level. We present you with an action packed trailer with out-of-this-world music. But don’t take our word for it, go check it out, we’ll wait right here!

Guardian of Lore March 20 Update - Extras!

We have added more bad guys to the Behind The Walls tutorial, for players to exercise casting spells and using weapons against their enemies. We realized our testers had a hard time against the final boss of the tutorial - the need for more fighting practice was in high order. This way, players will have acquired fighting skills along the tutorial and will be on top fighting form once the Behind The Walls Boss tries to stop them from saving the Lore.

New pause menu to match the rest of the menus in the game.

Sayri can now cast the Animal Spirit spell! Our Guardian first conjures up a jaguar, but as he levels up the spell, new animals are unlocked!



We’ve fixed well over 15 big bugs, and quite a few small ones too.

That’s all for now, friends! Over the course of the next few weeks, development improvements will surely start coming more slowly, specially now we’re to stay home until the virus is under control. It’s a small sacrifice to make to ensure the infection rate slows down. Stay home with us, follow us on Twitter, Facebook and Instagram, drop us a line, we’ll be happy to hear from you! Stay safe!
Trial of the Gods: Siralim CCG - Thylacine Studios
- Updated Empower and Toxic to display the stat change effect on affected card.
- Added new swap position buttons when hovering over a card in your hand on the menu screen.
- Added additional deck slots so you can quickly swap between up to 5 different teams.
- Added a toggle to the Stables to view unobtained cards.
- Itherian Realms have a chance to generate more more rules, increasing with more wins.
- Itherian Realm reward chances have been rebalanced, making T7 and T8 cards more likely earlier. (T8 approximately 75% chance at 10 wins)
- Drawing now alternates which player goes first each time, instead of randomly choosing.
- Yseros’ trait Absolute Truth now reveals traps in addition to clearing stat changes.
- Fixed Level up being skipped when hitting exactly 1000 xp
- Changed Shapeshifters to retain Minimized stats when morphing (They still gain +1 to that side).
- Fixed the hard mode realm selection not automatically selecting the last one when all are completed.
- Fixed save files showing incorrect play time when over 24 hours.
Darwin Project - SCAV_Martine
Dear Darwin Project Community,

Our latest update is mostly containing some optimisation to increase the stability of the game on console while adding something brand new to it!



This week’s missions of Game Changers require you to hunt inmates using the HeadHunter Drone. Play in public matches, locate players using the HeadHunter Drone drone, hunt them down one by one. This quest can be done with any class.

The five quests of the week:


Deal 1000 damage with roll attacks.
Use 15 abilities.
Crouch on a Tank Cannon.
Kill 3 opponents who are equipped with the Headhunter Drone.
Trap 5 opponents (with Cage Trap, TripWire or Bear Trap)


See the rewards and learn more at the Game Changers page

As you may notice, this week also requires you to crouch on a Tank Cannon. Those are available in the brand new tile we added to the game: New Life City. An urban sci-fi tile with high skyscrapers and tunnels in which verticality is important. Discover it now in the clip below and play in New Life City on PC, XBox One and PS4!





We also added an exclusive PlayStation®Plus offer for PS4 users subscribing to the PlayStation®Plus.
This PlayStation®Plus exclusive pack contains a full set of cosmetic items styled after the elusive Blue Ninja.

This pack includes:
- Blue Ninja Outfit
- Blue Ninja Axe
- Blue Ninja Bow

To unlock it, make sure to subscribe to PlayStation®Plus and go to the Darwin Project Store Page either on your browser or on your PS4. This reward will appear under Add-Ons. (Note: You will lose this skin by unsubscribing to PlayStation®Plus)



Due to some technical issues, we are postponing Duo mode a little bit from our initial announcement. Duos will be available on PC/Steam on April 7th. We can expect a slight delay for both PS4 and Xbox One due to some technical difficulties regarding consoles but it should come in early April as well.



Since the beginning of the competitive season, two qualifiers for Steam occurred and one for both XBox One and PS4 as well. We are aware of some technical issues occurring on console and we are tackling the stability matter at the moment. We are also aware of some management hiccups and will make sure to improve those events to make them smoother for both the communities organizing them and the players participating.

Last but not least, we want to send lots of love to the entire Darwin Project community. In these difficult times it’s important to remain kind, compassionate and generous towards one another. Many challenges and difficult times lie ahead but our team is sending everyone love and positive thoughts. We are all in this together. Stay safe.

-- Scavengers Studio team
WWII Online - Xoom
Take to the skies in WWII Online as a Fighter Pilot or a Paratrooper. This bundle includes two life-time DLCs (one-time purchase) and upgrades your gameplay experience to the air war. Paratroopers are often dropped in-mass over enemy targets to disrupt and take objectives.

As a Fighter Pilot, you will be engaging enemy aircraft or defending your friendly forces from enemy bombers.

It is recommended for optimum experiences to have a joystick, however, you can fly with a mouse and keyboard (we'd rate it as moderate difficulty).


These are the two DLCs included, click the above link ^ for the bundle offer and save 25% for both.

https://store.steampowered.com/app/908461/Paratrooper_Pack/

https://store.steampowered.com/app/908474/Combat_Fighter_Pack/
Between Two Castles - Digital Edition - Daisu Games
Hello all,

Harry here from the Daisu team. We hope you and your families are well and safe. These are tough and unprecedented times we're living, and it's affecting the whole community of players and the games industry. Entire cities around the world in lockdown, events being cancelled, health and economic systems in crisis, game launches being delayed. Everyone is being affected.

At Daisu, we bring the board games people love to digital platforms, allowing them to play more frequently and without boundaries, and allowing new gamers to know about these exciting titles. We care deeply about our fans and we know board game communities are being especially affected, as gatherings are not recommended or allowed. That is why, as a small token of our gratitude and to contribute the way we can to this terrible crisis, we are offering Between Two Castles Digital Edition for free during this weekend, March 26 to 30.

If you get the game during this period, you can keep it forever for free. Gather your friends but still be safe in your homes. We hope that fans of Between Two Castles and new players alike can enjoy it and use it to spend more time with their loved ones.

Thank you for the support you always show us, that humbles us quite a lot.
Be safe and use gaming to take more fun out of these troubled times.

Much love,
Harry and the Daisu team
Mar 25, 2020
Penkura - LionsArt

Dev-Com
Hello, world! Penkura is now patched to version 0.1.6.1

Because of the player asset requests, we added new features to the player bio meter, rebalances to the nutrient system and highly improve the day-night cycle.  



Also because we had minor issues with our email system and didn't receive important bug reports, we have created a bug report section on our Penkura website, which will allow players to publicly report bugs. Although the bug report is public the senders' nickname and email are visible only to the LionsArt team, in case additional information was needed by one of the developers. 



LINK TO THE BUG REPORT ----> http://penkura.com/bugs/

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

For more information about the patch please visit our Patch Notes Archive.

LINK ----> http://penkura.com/patch-notes/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.6.1
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

- FIX --- On death item currently equipt won't despawn leaving unpickable item.

- FIX --- When saved in the RTS system it will duplicate the player on load.

////////////////////////////////////////////////////////////////////////////
//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
///////////////////////////////////////////////////////////////////////////

- Recreated Player Bio Meter.

- Player Bio Meter provdies additional information:

/// Player energy status
/// Player health
/// Player oxygen timer
/// Player neuro state
/// Compas system
/// Day/Night visual representation

- MMC Power Status now shows the exact amount of base current and max power.

- MMC Hydrogel Status now shows the exact amount of base current and max hydrogel.

- Picking up an item will now calculate the trajectory of the pickup animation from the position of the player/bot camera to the center of their backpack/storage to ease out picking up items that can be bigger than 50 % of the player/bot height.

- Looking at the screen, at dialog starter and resetting the camera is now 30 % faster and smoother.

- At the end of look at screen animation players mouse, position will now center to make sure he is taking the control of the screen mouse cursor.

- The hunger level is now checked every 4 seconds rather than each second.

- Nutrient Value fell from 3600 to 1000.

- Rebalance all Nutrition based items in the game.

- First Oxygen alert now appears at 30 % rather than 40 %.

- Added low nutrition level warnings at 30 % and 10 %.

- Added voice effect warning to low nutrient.

- Ease out sunrise and sunset to remove light popping.

- Added secondary sunrise and sunset triggers to allow solar panels to work one hour longer.

- Lights will now turn on 1 hour earlier and turn off 1 hour later.

- Shorten the night by 15%

- Added the Bug Report button to the main menu.

- Added new input "Exit Bot".

- Minor adjustments to Bot UI.

- Added Neurocore Icon to the main character UI.

- The player is now able to use the main menu while in the bot and safely save the game.

-------------------------------------------------
...