Gameplay - Puck will no longer 'flip' to only one side when stabilizing - Puck's rotation code has been refactored to be more reliable - Puck now has separate max speeds for on ice and in the air - Puck velocity has been lowered when striking a head to reward skillful saves and allow more control
Visual - Puck trail will not show below a certain speed threshold - The jerseys in your locker room will now match the jersey you're wearing
Cosmetics - Added a rotational shop. Daily items will be cycled every 24 hours, featured items every 3 days. - You can now preview items from the shop on your character by clicking the item's icons - Shop now shows you when you can't afford something (button greyed out) - Added a new jersey cosmetic: Polka dots
Other - Collision matrix has been optimized, which can give a nice performance boost for lower end devices - Some audio compression performance improvements lower the game's RAM usage to some extent
Fixes - Puck highlight is now visible through the stick again - Goalie practice mode will no longer shoot the puck at you like a laser - Puck not get stuck on its side as long as it did before
- there are no more the previous "mark" system where you should choose the mark to place and the mark the cells on the field - totally removed question marks (almost no one used it) - now flags can be removed from the field using Flag button - now you don't need to use RMB for turning the camera and mouse cursor to build field. You can choose mode using M button (or LB on gamepad). You can build field using B button (or RB on gamepad). Corresponding hints are now on buttons. - now you can change bunny's clothes without being kicked by teammates and safely return back. - changed effect on bomb explosion now it's more evident (it was really smal before and sometimes spawned under the map) - increase bunny's speed - changed the way bunny knows about the cells on which it's standing - highlighting of cells triggers even when you run - reduced some ui elements size - added viual effect for kick - totally changed logic for kicks in the code - the dizzy effect is now cheaper - changed the way impulse is applied to the players when they are being kicked. More flying bunnies! - now there are no camera collision with other bunny so it won't zoom too much when colliding each otehr - camera now is more smooth when you rotate it - huge optimization to the main gameplay code and multiplayer - big optimization to the ui (more coming next update) - partially removed virtual cursor for gamepad - more changes to gamepad expreience coming soon - other minor optimization to everything
Bugs fixes: - fixed that bot summon place was invisible for players who joins after bot's leaving
Notice: there are could be bugs now using gamepad in ui. They will be fixed next update.
Ok so from what is going on at this point right now, I have big updates in line for Revulsion to get big optimizations. New maps are on the way and I show how the scripting system works and allows for more interesting situations that were simply not possible before. I took a good look at the character meshes and found a huge amount of room for improvement on them as well which is not even really going to take a huge amount of effort to address. There is a small chance that this month will be mostly just focused around me fixing up the character meshes and optimizations that it may take a bit longer to get the first mission out.
I plan to get a sale for the game mid to late this month and time it with the first big patch.
Some details I forgot to mention in the video. * I will be removing the infinite dungeon and the custom worlds from the tab list. The goal here is to focus on the main content and improve that first.
Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
Two-Headed no longer wakes you up from voluntary sleep.
You no longer see troll budding messages when you cannot see the troll.
Nerve Poppy is no longer called Numb on the character sheet.
Creatures without faces no longer get bloody noses.
Relic and extradimensional books now provide skill training on read.
While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
We made some changes to clonelings and clones.
Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
Clonelings can now clone you.
If a cloneling is in your party, you can now direct them to clone creatures.
Clonelings in your party no longer wander around randomly.
Clones created by clonelings are now worth half the base creature's XP rather than no XP.
Clonelings now rarely cloning draught on death.
Freshly grown clones are now uninjured.
We added new support to the prerelease input manager and fixed some bugs.
Added a wait command.
Accept now interacts with the selected object in the looker.
Fixed interact nearby not working.
Vendor actions in trade now work properly.
Accept now interacts with the selected object in the looker
Added Take All and Store Items keybinds for containers
Armor AV/DV averaging across body parts now rounds down.
Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
The attack nearest enemy command now counts enemies that are currently engulfing you.
The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
Lit torch tiles now display color variation in their flame part instead of their wood part.
Kindled flames and luminous motes now have tiles.
Reduced the number of novices of the sightless way that appear in various regions.
Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
Changed the appearance of putrescence to be distinguishable from slime.
Made some improvements to the behavior of pathfinding around potentially damaging gases.
Pathfinding now strenuously avoids aloe pyra and aloe volta.
You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
Made plurally gendered players correctly addressed in the second person in a number of contexts.
Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
Fixed a bug where evil twins arrived without a popup message.
Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
Fixed a bug that disabled the floating text that appears when an item rusts.
Fixed some color formatting errors.
Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
The latest version of NewCity is now live on the Testing branch. Details below:
Version 0.0.56.4 ALPHA
Steam Workshop Upload support. This is an early preview.
The game now captures a preview image when saving a city or building design.
When loading a city or building design, the preview image is shown. Extra info is displayed on building designs.
Added the Memorial amenity and associated achievement.
New aquatic building decorations.
More work on vapor modpack.
Metric units are now default for new players. This will not effect existing players.
Capture a map of the city as a PNG file by running "capture 0 map.png" on the in-game console.
Fixed a bug where the zoomed-out view, called the satmap, was too dark.
You can opt in to the Testing branch via the Betas tab, found by right-clicking NewCity in your Steam Library and selecting Properties. Simply click the dropdown under the Betas tab and choose "test - Testing branch." You can return to the current main build via the same dropdown by choosing "NONE - Opt out of all beta programs" instead. Going from one to the other will trigger an update as Steam fetches you the desired branch.
Thank you to everyone who's been playing and submitting feedback and bug reports; we hear you! Keep posting your thoughts in our Steam Discussions, touching base with us on Discord, and Tweeting us videos and screenshots of what you're building. We may not respond to each and every one, but rest assured we're paying attention.
As always, we can't wait to see what you build. Lone Pine Games
Finally, I started to post this Devlog on Steam! Before I tell you a little bit about the amazing progress, check out this early gameplay video:
Admittedly, it's very early from a graphics point of view.
In the last two weeks since this video:
I improved the lighting and the neon effect (important an a cyberpunk game!)
How the terrain looks
And I added a bunch of other models
I'm now working on an exciting game trailer that I will share hopefully in 3 weeks. Some more gameplay screenshots after the improvements above:
Also in September, I modeled some very cool buildings. Take a look:
I hope that you are excited about the progress. I will now post every month or more to keep you in the loop. I will also open an official Discord soon!
After countless hours of testing, it was all worthless. I have discovered a ton of bugs that need fixing, so I will be traveling to a small village on Mount Kilimanjaro to be alone with my computer and attempt to fix the game.
Some testers have been given access, and we will increase the participation as new versions come out. If you want to be part of it, all the discussion is happening at the Discord:
For this version, we focused on a small selection of levels to sample, and many little improvements since July.
Now that these early builds are in your hands, future updates to the game will have detailed patch logs with proper labels and organisation. But since this is the last time all the changes were kept just internally, you can see what the raw development log looked like for the last two months:
More HUB adjustments
timer to carry over time from restart
hide hub tip when coming back from level
auto exit in editor
Boxed in Moon
Exit to Desktop button
Push to use forge forgotten, get moon
null gravity to use hall
More loading screens
Level Difficulties and unlock conditions
Pause to not open during intro
remove teleporter sound if not player
integrate all levels plus teleport chamber,
Conveyor/Magnet sounds
HUB spriteshape sounds
teleporter to return to
make border exit a bit more lenient
Level menu button to open button
Reset gravity on hub
HUB and Editor Help, change layer
Beta Instructions
make lasers longer
Lengthen Industrial Detritus, ease keys
2 more levels
Change level names
Shadow Fixes in Editor
Nathan Song
change teleporter set colors
Level return to portal
Level names returns and sizes
Portal disabling
Beta Levels first pass
design and add analytics
Resolution selection
add "W" to UI up keymap, and enter to accept keymap
dont do intro on editor play
Fix adventure thumbnail overflow, add depth
Exit particles
Capture fix
capture turned on the music fix
Understand Steam Distribution
key speed
Fix thumbnail resolutions
Brief reorganise Level Ideas
HUB. Show level record on hover
Player Progress Unlock Conditions
Player Progress Connections
Player Progress UI
Create Initial Atlases
HUB. build Optimise
Resolution detection
exit options/pause with back button
Pause before timer bug.
Finish options menu, make controller-compatible
Clicking or pressing still works while paused
Title screen, only once per session, not in editor