Apr 1, 2020
Prehistoric Kingdom - Shadow Raven Studios




Welcome to March’s development update!

There’s much to discuss in this month’s devlog for Prehistoric Kingdom: featuring new progress shots, concept art, animations and audio previews!



Development Progress
Despite current conditions around the world, progress goes well. The team’s trying to stay as healthy as possible and work where we can on Prehistoric Kingdom.

In the background, our programmers have been working on optimization, paths, water painting and modular building. Providing better solidarity within the codebase is a considerable focus for performance at the moment in order to maximise efficiency and code structure.





Fur Shader
One area the project has been lacking in is how we handle the in-game rendering of fur and fluffy feathers. As a side task to water painting, Seth spent a few days in March creating a highly flexible custom-built fur shader for our animals!

As you can see below, this has a huge impact on the final rendering result of creatures:






Yes, the fur moves in the wind!

This new geometry based shading has already been seamlessly integrated into our existing animal technology, offering great visual fidelity alongside fantastic optimization techniques to help keep framerates high. For lower-end hardware, we’ll add quality options to outright disable fur just in case!




Animals such as Smilodon will feature varying lengths of fur depending on which species have been bred, giving S. fatalis a longer coat, for example.

Modular Building System
Mau continued work on the modular building system in March, bringing a lot of its most necessary functions to completion.

As described in prior development updates, players can select multiple wall or roof pieces and change their texture to a unified color or material. This feature is a huge gamechanger for the creative builders out there as it allows for rapid experimentation with various design combinations.



We’ve also been finishing up the remaining pieces of core functionality by implementing group merging and object duplication! Although they’re expected parts of a modular building system, it’s an area we hadn’t gotten around to yet.

Game Optimization & Water Painting Status
Another issue we’ve targeted over the past month has been performance and general optimization. With Seth helping out, we’re working on getting large FPS improvements across the board - searching for potentially troublesome areas under the hood that could use some code reworking or adjustments to speed up processing.

Part of this optimization process has been cleaning up the backend side of terraforming to make way for water painting. Since terrain editing has some existing APIs already built into the engine, part of our challenge is keeping those components performant whilst integrating our own methods within that. Now that we have an extra programmer to handle things like this, Matt and Mau are able to continue working on other parts of the project. Stay tuned for more water painting news!



Paraceratherium and Stegosaurus took the spotlight this month as some of the last animals to be revealed. With forty-seven down, there’s only three left to go!






Fence Concept Art & Gameplay Adjustments
For the past few months, a small part of the team’s been at work reorganising and cleaning up certain gameplay systems that felt bloated or messy, making areas of the game far clearer as a result.

From a visual standpoint, we noticed that our fence designs came across as inconsistent in how they scale against both security rating and the park’s aesthetic. Each fence material set now has three distinct height variants to work better with gameplay progression:

  • Wood, stone and glass: 1m, 2.5m, 4m.
  • Metal: 2.5m, 4m, 6m.

By putting more emphasis into materials, we’re able to squish security requirements and incorporate height as a reliable condition now that there’s consistency. With fewer fence assets to produce, we’re allowing players to recolor their fences from up to three presets per material type.

Please take a look at a handful of our new designs below!






Decorative fences will now be modular pieces due to these changes.

Taking things a step further, gates will now follow a homogenized style in order to fit in with the unified height measurements across fencing. This change reduces the workload for future additions and means we can create the assets at a much higher quality!




At launch, fences and amenities will be listed under the Modern theme - a unified style that defines Prehistoric Kingdom as a brand in-universe. Because of this, you’ll also be seeing improvements to various structure designs in the coming months.

Since the art team are handling these changes, it won’t be affecting the progress of the game as a whole, so there’s no need to worry about scheduling conflicts.

Animation
Wielding spiked-thumbs, Iguanodon was a bulky ornithopod found in the United Kingdom. Its enormous hands and stout hindlimbs make this herbivore a highly adaptive creature, switching between quadrupedal and bipedal locomotion when running.





Also known as the woolly rhino, Coelodonta is a distant relative to the Sumatran rhinoceros. This fluffy animal occupied most of Europe, grazing within a variety of climates such as tundras and grasslands.






Featuring uniquely deep booms and ruckles, the Allosaurus is one Jurassic predator you don’t want to meet! With a fearsome snarl and an even worse bite, Byron made sure to give this dinosaur some serious ferocity.



Previous sound updates can be found on Byron’s Soundcloud, here!



Having previously been one of the oldest models in the game, Stegosaurus received a well-deserved update after many years of living in eternal damnation. The entire model and sculpt have been overhauled with new skin designs to boot!

On a less drastic level, some smaller tweaks were made to the Paraceratherium to address some texture, anatomy and shape issues. Prehensile lips were added in addition to better limbs and skull shape, with both the sculpt and skins receiving a quality improvement.






...

Thank you for reading March’s Devlog!

We hope you’re all excited for upcoming content and reveals in future development updates. Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team




Mysteria ~Occult Shadows~ - Kadoyoshi
Hey guys!

Sorry for the delay!

The bug regarding the crystal is now fixed.

Due to recent even I wasn't able to do any actual work, but now I'm back at it!

Thank you for all of your support!

Cat
Apr 1, 2020
Gedonia - Oleg Kazakov
Hello everyone!
These past weeks I've been mostly doing a lot of technical stuff and bug fixing, so there isn't much news to tell right now. That's why I decided to make a couple of videos, showing off some environment art and some combat in new zones with new enemies. Check these out!




Other than that, the development is going well, and I think I'm on track to release the game on time.

Thank you for reading this post, stay tuned for updates.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990
Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN
World of Soccer - JoneH
-Added Game settings to user interface.
-Returned options to resize game screen, graphics quality and windowed mode.
-Added 2 new skins.
-Added Wos Academy as an official academy.
-Added "/team" comand in game server chat, to check who is online in your team.
Apr 1, 2020
Street Racing 2020 - Technologies&Simulators
1.Added 3 new cars with parts.
2.Added real tuning in garage, then you can paint and using any part.
3.Added Winter Track.
4.Fixed model of Skylake GT(added mirrors and etc).
MINImax Tinyverse - CMLucatastrophe


MINImax Tinyverse's latest Content Patch is now live on Steam and on mobile platforms. The changes made are the following.

New Full Skins
A new Full Skin has been added for Tuppi: "The Greatest Showman"
A new Full Skin has been added for Nia: "Love's Messenger"



Unit Balance Fix
A Balance Patch will be conducted with our April 8th Expansion Update, "Wind and Dread"

The new Champions will be available on April 8th. In the meantime, you can already Pre-register for your new favorite champion!
https://shop.minimax.game/
PlanetSide 2 - jgolenbo

This is no prank, soldier - we're celebrating April Fools' Day by offering 40% off all Vehicle Weapons & Vehicle Cosmetics for today only!

To show you how deathly serious we are, we're also bringing back some of the most effective tactical gear the Depot has to offer! The Schnoz provides excellent cover, unbeatable camouflage, and protection for your entire nose. Disguise is key on the battlefield, soldier.

For your acoustic warfare needs, Failsauce and Kazoo Vehicle Horns are perfect for confusing and disorienting your enemies...just trust us.

Be sure to make your way to the in-game Depot before these deals disappear at 11:59 PM PDT tonight, soldier!
SoulWorker - Anime Action MMO - [CM]threea


Pssst, did you see the new event in SoulWorker already? The 10 mysterious pictures you can get from the daily quest event (ends 8/4) are only visible for 24 hours (after activation)… and they’re really special snowflakes! (Haru Yandere D: hide!)
On top of this, the reward box can also hold some awesome potions!

  • Event running: from 01.04.2020 to 08.04.2020

Here’s how it works:
• Daily quest reset at 9am every day.
• Reward: "NED Experiment Box" containing mysterious pictures and various potions.
• Box disappears after 24 hours and can be opened every 10 minutes (content of the box disappears after 10min if not opened).

NOW FREE: FOOL YOUR FRIENDS THIS APRIL WITH A MASK!

Grab your mask between 1st April at 11:00 and 23:59 CEST from the ingame shop and put it on right away. Will anyone recognize you? The free mask has a brooch slot and cannot be traded. You’ll find it in the shop in the ‘Top Offers’ category.

Have fun!
The SoulWorker Team
BLACK DAY - [FR] Helios Production
Since the 24th century, amusement parks no longer interested anyone. Since then, scientists have implemented a new technology allowing them to project themselves into an augmented reality universe, a universe in which clients experience extraordinary adventures. Welcome to Heavenworld, the zombie amusement park !



Full game creator:
Personalize your gaming experience with over 80 options. The general difficulty, the conditions of survival, your skills, the zombies, the allied or enemy factions, your companions, the game master ... Customize and save your game preferences in one click thanks to a story generator. Create your own trades and companions with a powerful editor.

Role play, survival and management:
Heavenworld offers a complete skill system to customize your character. Each skill influences your playing possibilities (Combat / Crafting / Negotiations /
Construction / Survival ...). Manage your inventory and your needs so as not to die, fight the zombies and treat illnesses. Manage and protect your camp by constructing numerous buildings, using and maintaining your vehicles. Recruit your members and barter with other factions. Complete quests, donate resources, and join a faction.

Dynamic game master:
Each game is managed by a game master. He handles many elements in order to make each game more or less difficult and dynamic. They strongly influences the course of a game.

Factions:
Zombies are not the main threat. Many factions are present. Each organizes themselves independently and manage their own members and camp. Your actions will greatly influence your reputation with them.

100% dynamic and autonomous artificial intelligence:
All survivors managed by artificial intelligence behave autonomously. They organize themselves in groups, seek their resources, construct their buildings, craft, recycle, consume their food, attack and defend themselves according to their needs.

Custom gameplay:
Play with the joystick or mouse / keyboard and alternate between the 1st and 3rd person views. Activate the aiming aid for less experienced players.

Unique adventures:
Play a solitary wolf without faith or law, create strong alliances with other factions, build a fortified camp and protect your members from hordes of zombies, participate in faction wars ... The choice is yours.

Map editor:
Create your own maps with an extremely powerful and easy-to-use editor. Test and export your creations in a game. Share your maps with the community.
3x64 - Satik64
( Article was posted on April 1 and not all information must be true :) )

On this special day we have prepared for you demo of our the most advanced next-gen engine for future version of 3x64, which we've been working on for a whole week and with great expectation it's finally here!

Our greatest brains teamed up and created a whole new definition of next gen gaming - connecting all available technologies like RTX, DirectX 12 features and VR support brings unique game experience! Just run the game and try it for yourself! But be sure you have really powerful computer! And don't forget to show us which part you liked the most :)



Note: besides this announcement, I have another good news for you - this special version of the game will be available also after 1st April and I'm planning to add this minigame as free DLC on the Steam :)
...