Apr 1, 2020
Battle Ram - Nein



We listen to our community and introduce save!

Now after each level passed, the game will be saved, you will not have to start from the beginning, new levels and achievements will be added in the near future.

If you own a beta keys, you have the opportunity to check new levels right now.
Game of Thrones Winter is Coming - mjc825925
Dear Lords and Ladies,

We will have an update at around 6:00 AM (GMT) on Apr 2nd to fix a few bugs and make several improvements. The server maintenance will last for 3 hours or more. During the maintenance, you will be unable to enter game. We suggest all royal lords use a 4 Hrs or higher level Truce in advance. We apologize for any inconvenience this may cause.

We will send compensation via mail after the maintenance.

Thank you for your understanding and support!

Here are the contents of this update:

1. New Features
-Royal Lords will be able to equip special effects for their troops‘ marching animation. The options to equip them will be at the “Castle” Building’s info page, they will soon be obtainable in future events.
-Added new "Champion City Siege" Event. Qualified Royal Lords and Ladies from all unprotected kingdoms can enter a new battlefield to conquer territories and compete for unique awards and personal honor. For more details, please check the introduction in Cross-Server Event icon.

2. Improvements
- Improved the UI of “Expedition Beyond” and “Refinement” System.
- Improved the Stage Rewards of higher difficulties in “Expedition Beyond”.
- Each Royal lord will now grant 12 hours of Truce effects after server maintenances.
- Improved some other game experience and GUI.

3. Bug Fixes
- Fixed some other minor bugs.


GoT Winter is Coming Team
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
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