Mar 27, 2020
DriftOn - SPokDev
- Reworked car handling, suspension, turn speed and max speed. Car should feel faster, more responsive
- Increased track/road/obstacle variety

Previous version still available at branch "legacy-v-0-9-63".
WWII Partisanen - Partisanen
Hello, dear friends!

Perhaps, it may seem to you that our game (the release version) doesn't have a lot of content, so we are glad to inform you about our nearest plans for the development of the game and filling it with content.

Clans:
PvP mode
Players can unite and fight for superiority on the global map (each clan will have its own logo and color with which its territory will be marked on the global map).
Clan ranking with good rewards

Battle:
Active game (not auto battle, and players play the cards themselves)
Search for an opponent in real time
Ability to challenge people to a duel via chat
Added animation (including start of battle as an advertisement video)


Cards:
Added new cards (including vehicles)
Added new nations (at least another 6)
Cards level-up more than 3 levels
Every character will have their own fight list with detailed characteristics, etc
Voice-over into all languages


PvE campaign:
Sequel to the current campaigns
Added new campaigns for other nations
Every city will have its own story, possibly related to real-life events in some way or another
Varied bosses. In each city, you’ll encounter different bosses, each stronger as your rank grows, and each will have its own line based on the plot.


Quests:
Added special quests
Added special missions (similar to adventures in HS)


Battle chat
Clan chat
Add friends
Tournaments
Achievements collection
And much more...


Regards, the developer team!
Shadows of Doubt - ColePowered
EGX Rezzed digital is happening right now (26th-28th!) If you're a member of the press and want to get your hands on what was going to be shown at Rezzed, please get in touch!

From the confines of coronavirus lockdown, I bring you a brand new and over-due Shadows of Doubt development diary!

There have been points over the last 2.5 years in this project where I've felt like giving up; it's such a large ambitious project that at times it has felt like I had bitten off more than I can chew. I'll likely write about the challenges in more detail with another post, but for this one, I wanted to share with you perhaps the biggest saviour in terms of production viability: Voxels.



Back in the pre-art asset days of this project, when it was still a management game, I often wondered about what direction the art style would take. Realism was off the table due to workload, but I really wanted to explore a pixel art approach. As the game shifted to 3D, and then entirely to first-person, voxels started looking like the way to go.

This turned out to be perhaps the biggest decision in actually making this ambitious project actually somewhat do-able with a small team and small budget: The reason being that the turnaround of most art assets is minuscule in comparison to anything else.

It's arguable that the voxels are a little bit of a mismatch in terms of what people expect. They're associated with Minecraft and a general cartoonishness, which doesn't fit the tone of this project at all. On the other hand, they do effectively evoke a low-fidelity style, something which has recently taken off in some really, really cool projects that I adore. I think in an ideal world I would choose a low-fi, low ploy art direction over the voxels as it's more effective at conveying the atmosphere that I want. But crucially I also believe this would have resulted in increased turnaround time in regards to art assets. I'm happy with the trade-off.



When used in conjunction with the unity high definition pipeline it really pops. There's something about the use of voxels and modern render technology that makes something look really cool. I'm not sure how else to describe it, because logically the two should be at odds with each other? Maybe it evokes the way we remember old games of our past; always looking better than they actually did. As if they were brought to life, but not replacing that low definition that allowed us to fill the gaps with our imagination.

Voxels, then. After a bit of research, it became clear that the main contender of voxel software is MagicaVoxel, an extremely awesome bit of free software that pretty much all voxel artists use. Great, that's an easy decision then? Well no. Although it does a whole bunch of stuff really well unless they've changed it since I last looked at it, it doesn't do two very important things that I figured I needed early on in this project:

  • Be able to convert, or 'voxelize' traditional 3D meshes into voxels. This is important as I decided quite early on, to make this manageable I wanted to re-use some of the 3D building models I made for Concrete Jungle for this project.

  • Be able to output voxel meshes with traditional UV maps instead of an atlas. This was important as I wanted to make normal maps for my models, and not just have them all as a flat texture. This was important in order to move away from the cartoon flat visuals and towards the low-fi look.

Then office co-worker Nick Gunn, who works on Industries of Titan (which uses voxels to crazy-awesome effect) recommended looking at Qubicle. It can do both of these things and also has the added bonus of being quite good at optimizing meshes for use in Unity: Something which magicaVoxel at the time also lacked.



There was a short learning phase; at first, Qubicle being limited to isometric view really bugged me, but I soon got used to it. I also began to establish my workflow. What was the best way to go from nothing to a final in-game model? My original vision involved using a pixel-art setup in Photoshop to manually edit the outputted Qubicle texture maps. I would use a really cool colour indexing technique to make everything look more like pixel art than anything else. It kind of worked in practice, but it soon became clear that to produce effective art assets quickly, I really needed to be able to paint directly onto the model. Photoshop does have this capability, but frustratingly there is no option for using point filtering, so my pixel art was lost to a horrible soup of texture when projected onto the model in Photoshop.

I explored some other options, but frustratingly I couldn't find anything that allowed me to UV paint and that didn't force the texture to be blurred. In the end, out of ease more than anything else, I decided to import my pixel art colour palettes into Qubicle and just use that to make the texture maps too.

Actually, after a brief adjustment period, I grew to really like it. It's pretty simplistic — nothing fancy. But it has the essentials, plus it's quick and easy to add noise, which is nice as it again makes it easy to avoid the flat surfaces that look cartoon-like. It was probably the tool I was looking for all along for both modelling and texturing. As I grew more used to using it, prop creation time reduced dramatically, and now most basic props can be created from scratch in under an hour, and for smaller things about half that.


This sideboard took around an hour to go from nothing to working in-game model with wood colour variants and functioning cabinets and drawers.

Unfortunately, Qubicle doesn't let you output the texture map alone, so my workaround for creating multiple maps involves exporting my original model with a colour map texture, then duplicating it in Qubicle and turning it to greyscale and creating a heightmap with it. Then, I export this as a separate model (and along with it it's UV texture). I sometimes do this a third time to create a smoothness or metallic map too. Then it's a case of putting all these textures together into a unity material (unity can automatically create a normal map from a height map) and we're done!



The final bit of magic sauce I use is a special custom shader than can colour things without needing a whole new texture. I've talked about it in the past here, but what it does is allow another texture map to define unique colours to apply to the model. So for example, I can take a model of a bed and apply a special texture map to it that keys out the pillows in red and duvet in green, with the rest black. The shader will colour black areas with the base texture map, which will be the same for all bed model instances. The red and green keyed areas, however, will draw colours from my pre-defined colour pallettes which consist of 5 colours and are generated for each individual room. This is how the game can generate interiors with colours that are complementary to each other. With enough assets and this technique, I hope that we're able to move away from the cookie-cutter effect you see in many procedurally generated games.



At the moment you've probably seen the same few props hanging around in my screenshots, but over the course of development during the next year or so you should see this greatly expand. Not least because we're planning on adding a 3D artist to the team this year.

Anyway, that's my 3D asset workflow, I hope some out there found it useful and/or interesting. I'm really excited to see the game environments grow into more unique and interesting. Don't forget to wishlist, and join our Discord if you're interested in the project— it really helps!

Community Announcements - Narcot1c
Grab ''Buried Chambers'' and ''Total Madness'' for the price of 1 game

Get both of these games heavily inspired by the classic Madness Combat series and get the best of both worlds.

Check out the Bundle right here!
https://store.steampowered.com/bundle/13667/

Get a intense top down shooter with loads of guns, enemies and complete madness along with a physics platform shooter with tons of violence, action and high precision control!


Here is what you will get and you wont pay a dime more!
https://store.steampowered.com/app/1244690/Buried_Chambers/


https://store.steampowered.com/app/1245300/Total_Madness/?curator_clanid=24475787

Interested in either? then get both! There in nothing to lose!
Intralism - eclipz02


Get ready to play 6 new featured Loved & Funny maps!

LOVED - maps with awesome storyboards.
FUNNY - memes, jokes, funny songs. Maps which were made for fun.

Loved Maps:

[4.9] - the flashbulb - arrival to an empty room by Infinity_Colors™

[10.14] - Snail's House - Pixel Galaxy by AdamJohn

[22.3] - RIOT - Disorder by Akari

EPILEPSY WARNING! Some maps may have rapidly flashing colors which may cause bad feelings to people affected by epilepsy. Please turn off storyboard in settings to have only the black screen on the map!

Funny Maps:

[10.54] - Thomas The Globglogabgalab Engine by Infinity_Colors™

[11.1] - Ievan Polkka by Dontas

[13.56] - Kyle Massey - Cory in the house by Glass

Feel free to join our Discord server: https://discord.gg/intralism

Mar 27, 2020
Hotel Renovator - The Dust


Hi everyone!
How do you convince a guest to stay in a hotel?
Maybe new comfortable couches?



Housebreaker - The Dust
DCS World Steam Edition - NineLine


Eurofighter on the horizon
Introducing TrueGrit Virtual Technologies



We are thrilled to announce that the Eurofighter Typhoon is on its way to DCS World!

To bring this advanced fighter to DCS, a brand new company, TrueGrit Virtual Technologies has been founded specifically for the challenge. The TrueGrit development team is led by Gero Finke, a highly experienced former Typhoon Instructor Pilot with 15 years experience on type and an additional 10 years as a weapons instructor on the mighty F-4 Phantom – a total of 3’000 hours of military jet flying. Gero was station commander at one of the world’s most famous fighter bases of all time, the 71st Tactical Fighter Wing at Wittmundhaven, Germany, formally known as the Red Baron´s legendary “Jagdgeschwader Richthofen” and Squadron Commander at Jagdgeschwader 73, Steinhoff. Today, Gero’s dev team has substantial programming and design experience. This professionalism combined with Gero’s exceptional active-duty and operational knowledge is very promising for DCS and the future of this exciting new module.

Their 3D designer has a background working with Airbus, Grob, Eurocopter, Luftwaffe and also with Heatblur on their DCS: F-14 project.

The lead coder has had substantial experience with various simulator projects, both in the air and ground combat realm. Two other coders with Ph.D.’s in physics and mathematics will lead the programming of the Typhoon’s extremely complex flight model.

In addition to Gero’s personal input and contribution to this highly detailed simulation, the team has excellent access to a number of Subject Matter Experts such as former instructor pilots, weapon instructors and maintenance personnel.

Their team size stands at 15 today but they are always on the lookout for experienced coders to continue to grow. See more development screenshots below.



“Stay At Home”
The sale continues. Save and fly free



Our Stay At Home Sale continues. While current events are still filled with uncertainty, we hope the free product trials and big savings will help and give you a bit of a break from it all.

See the free trial schedule below and visit our E-shop or Steam.

March 28-29: AV-8B
March 30-31: M-2000C
April 1-2: Spitfire
April 3-4: Mustang
April 5-6: Fw 190 A8
April 7-8: Bf 109 K4
April 9-10: Persian Gulf Map
April 11-12: Nevada Map
April 13-14: F-86
April 15-16: MiG-15
April 17-18: Black Shark Ka-50



DCS: Mil Mi-24P Hind
Development Report



The DCS: Mil Mi-24P Hind continues to make steady progress. The cockpit is currently in development and being added to the airframe with basic functionality implementation to follow. We expect to see the start of the integration of flight dynamics and power plant from mid-April.





Thank you all again for your support and passion.

Yours sincerely,
The Eagle Dynamics Team

Mar 27, 2020
Pax Autocratica - Multiverse Publishing
Hi EFAS players and followers:

In today's update there was a big balancing issue making the game easy enough that even our game designer was able to beat the 18 levels! That's definitely an issue, right? That's why a small version update will be released at 2020/03/27 UTC 15:00 patching this balancing issue as well as a bug causing the Explosive barrels damage being higher than expected and an issue where upgrading Smooth Operator would not decrease the shop items prices.
We wish you all an awesome week end and loads of fun playing EFAS!
Mar 27, 2020
Cooking Simulator - tommy


Well done, Chefs!

The next reward is highly anticipated Chaos Tool. It's going to be a great addition for those of you who love wrecking your kitchens and focus on pure joy of destruction rather cooking. Since there's quite a lot of features for this update, you could even call it the Chaos Multitool:
  • Shooting ignited firecrackers. Initially we wanted it to shoot darts but firecrackers sound like more fun!💥🧨
  • Shooting beams that mess with the gravity of individual objects. Houston, we're about to have a problem!🛰️🌌👨‍🚀
  • Shooting beams that change the scale of objects. Ever wanted to spend some time in the kitchen with a human-sized banana?🔼🔽🍌
  • Shooting chosen objects. You pick an item you want to use as ammo and the Chaos Tool can shoot is as much as you want.🍅🥦🥕 🔫
  • A beam which swapps objects for other random objects. Because why not!🍎⚗️🥩
  • Shockwave!🌊🌊

As for the previous reward, there's going to be a new skewer and bottom bun in the game so you can stick all the burger components and serve it nice and tasty 🍔😋
The burger update will be available next week!

Stay safe and happy cooking!















https://store.steampowered.com/app/1227350/Cooking_Simulator__Cakes_and_Cookies/
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