Space Crew: Legendary Edition - DynamoDavo
Hello!

After a busy week with our noses to the grindstone, we're pleased to get the first update to Space Crew into your hands!

We've taken all of your valuable feedback on board and have set out to address as many issues as possible, as quickly and carefully as possible; so that everyone can continue their saved games with the benefit of additional options and fixes.

We're continuing to read all of your comments, which are extremely useful in helping us plan for future improvements, so once again, thank you and please feel free to keep them coming!

Update release notes are below, we hope you enjoy playing!

Dave, Jon & Joe
Runner Duck


Release Notes:



Added ‘Difficulty Adjustment’ options


(Accessible from a button in the Mess Hall)

Tagging Mode:
  • Classic:
    (Default mode).
  • Semi-automatic:
    Enemies are automatically tagged as long as a crew member is at the Comms Station. If this station is unmanned, enemies must be tagged manually.
  • Automatic:
    Enemies are always tagged automatically.

    Difficulty:
  • Challenging:
    (Default Mode)
  • Casual:
    For players looking for a more laid-back experience.
  • Panic Stations!:
    An additional, higher difficulty setting for players who relish a real challenge.


    Crew Size:
  • Classic:
    (Default mode - six crew members)
  • Increased:
    An option to recruit a seventh crew member to serve as an additional gunner.

    (The ship now has the option of installing up to seven escape pods).

    (If starting a new game without skipping the tutorials, the seventh crew member is recruitable after the second mission).


    Slow Time:
  • Classic:
    (Default mode - The duration that time can be slowed down for is limited, and replenishes gradually).
  • Off:
    For players who are always comfortable with making fast-paced decisions.
  • Unlimited:
    For players who prefer to have the option of some extra thinking time whenever things get intense.

Minor changes to ease some more frustrating situations and other quality of life fixes:

  • Equipment rack items are refunded with 100% of their value, meaning there is no penalty for switching items to a different rack.
  • Gunners with high accuracy are more likely to land their shots on enemies.
  • Replacement crew members’ levels increased slightly.
  • Phasmid Champions stick around for longer in ‘Defeat Champion’ missions.
  • Locked Gear and Upgrade items are now shown in the Crew Gear and Spacecraft screens. When selected, they display the required Research Points to unlock them.
  • Additional Custom Livery Slots - there are now 8 slots in which to save your custom designs.
  • New Game - Skip Tutorial option on Main Menu. This starts a new game but skips the first couple of tutorial missions.
  • Player’s shields begin recharging slightly sooner after they have been depleted.
  • Player's shields begin recharging from 25% when they recover from 0%, to help mitigate them breaking immediately.
  • Equipment jettisoned from the ship in sectors near the black hole will be drawn into it.
  • Added a warning popup with details of the dangers of black holes when first encountering them.
  • Missile launcher fire rate is slower, but each missile deals more damage and homing accuracy is slightly improved.
  • Crew ‘Phase Pistol’ holster item damage is buffed.
  • Power loss to energy weapons, shield recharger and gravity generator is made clearer by changing their lights to red.
  • An audible alarm now sounds when the Oxygen Generator is out of action.
  • Fix for ‘4’ key on AZERTY keyboards.

Cavity Busters - Mr Oist
Hiya everyone! This update leans more on the polish side of things. There's some upgrades as well!

What's New:
  • 3 new upgrades
  • holding the shotgum button as Baby Tooth will increase fire rate for a goop cost
  • teleport map now shows your current location
  • default button added to accessibility menu
  • mini boss have a health bar


Fixes and tweaks:
  • fixed player getting healed while dying and canceling death screen
  • fixed a bug that caused items in a room to disappear when leaving room
  • bowel movement won't happen in boss rooms, treasure rooms or disease curing rooms. They can still happen in dig rooms however.
  • bowel movement antibody spawn rate were nerfed
  • falling bullet mod was changed to chomp attacks. essentially the same thing just visually different
  • tiny delay to when you can recall your charged tooth. tiny tiny.
  • flak ammo was nerfed
  • monumeats increase difficulty between 1 and 2 points
  • fixed taking a continue not taking effect while in a modded room
  • fixed some bugs with the teleport map
  • wall dashing with a controller is a bit different

Wall dashing with a controller is a bit different
Wall dashing with a controller used to be all or nothing. With mouse and kb you could pick where your wall dash ended within the wall dash range. That's lost while using a controller. But now you can be more precise with wall dashing while using a controller. It's not perfect but it's a start in the right direction to smoothing out controller use. Also note it works best when the controller is not in auto aim mode.

The new combo system:
Combos now decay at a much slower rate. A portion of your combo will be taken away when hurt.
Combo meter now increases when the meter is filled rather then for just killing enemies.
More work still needs to be on this. But it feels much better already. :)

That's all for this week. Enjoy and drop some feed back for whatever you want! :)

The Wizard and The Slug - Meridian4
*Originally posted on Imgur by Silkworm Games


Before I was a game developer, I was an animator. Before I was an animator I was a musician. Before I was a musician, I was a kid who drew a lot and made up stories in my head. Every creative outlet I’ve had was built upon another in some way and I ended up in game development because it combined them all together.

I read that Zun, creator of the Touhou series started making games basically just to have somewhere to put his music and I’ve always related to that.


In the end I’ve written over 2 hours of music for my game, which is more than I’ve ever written for a single project. It’s a healthy mix of chiptunes, 16-bit, orchestral and jazz. Some inspirations include Megaman, Castlevania, The Mana Series, Final fantasy and Chrono Trigger.

You can listen to one of the tracks here: https://youtu.be/6XvyDK5lkGU
On Air - contact
Hello, everyone. We are thrilled to inform you of our new teaser for «On Air» to go public very soon. Since the last video release, we have progressed really far in the development, the game has grown much, which will be shown off in the upcoming game teaser. For now, we would like to share a screenshot, showing a vital story-related thing.



What do you think it might actually be?
Oct 23, 2020
Wheel of Fate - Mundane Rena
Hiya Fateful Fellows!
With Halloween just around the corner, we decided to focus this game design highlight on the monsters featured in Wheel of Fate!
Here’s an in depth look at how we planned and designed some of the many dungeon dwellers that you find in the World of Providence! Please note that the Overlord, Otto and Towenn will be excluded in our dungeon monster discussion since some questions would be too unbalanced if they were included.


What’s your favourite dungeon monster from Wheel of Fate?
This was a difficult one to choose because I really wanted to say either the Overlord, Otto or Towenn as my favourites… In regards to the looks of the monster, I have to say the goblins or spiders because their elemental skins look great! Although, another personal favourite are the fateless monsters. They look amazing without their armor because you can see more details of the ‘fateless’ skin. Overall, I have to list the goblins as my favourite.

How did you decide which monsters to include in Wheel of Fate?
This was a collaborative process with the art team and game dev team. Basically, we took a list of about 100 monsters that we were considering to include into the game. Sort of like a giant brainstorming process. Based on team preferences, we chose 40 monsters to include. We wanted to ensure that there was both a certain range of monster types but also a level of design quality so 40 monsters was an optimal number.

Are there any monsters that you were unable to implement? Why?
‘Tree guys’ like the ones from Lord of the Rings. We wanted to implement a tree type monster since the concept art was incredible and well done! Unfortunately, the model didn’t meet our expectations and we had a lot of difficulties trying to make the different elemental skins for this monster. How do you make an ‘air’ looking tree?

What was the design process for each monster?
The artwork and graphics were left to the art team. Based on the choice of 40 monsters from the list, the art term would design them, make the base models then modified for elemental skins.
In regards to the monsters’ attack arsenal, the game design team defined a set of attacks all monsters would have and collaborated with the art team to ensure the model design was logical to the animation and attack.
Some attacks had to be changed because they didn’t make sense. For example, the animation would be too flashy or would look weird with the type of weapon. Like a triple jump somersault air flip with a giant axe for one whack at the opponent.

I understand that the monsters change with each spin of the wheel. Were there any monsters that you had difficulty adjusting to their different elemental skins? Why?
Yes, there was one monster that we had immense difficulty creating elemental skins for. As mentioned earlier, the tree guys.
For the implemented monsters, no. Most of the monsters that were implemented were chosen based on design and in game model prototypes which include their elemental skins, so if their elemental skins didn’t look good then they were not chosen.

Which monster did you dislike fighting the most?
100% that would be the Ogres. Before an update, they would take up to 30 minutes to beat because they had incredible regeneration abilities and were heavy hitting. The regeneration was a % based health regeneration. However, when they already have a lot of health, it would result in the ogre basically regenerating almost all of your attack damage. We decided to fix this.

Did you draw inspiration from anywhere when designing the monsters? If so, where?
Yes, a lot of our inspiration for the list of monsters came from the classic medieval fantasy genre as well as games like World of Warcraft and DnD.

Out of the existing monsters, which one do you feel was unsatisfactory that you would want to take an revise or improve upon?
Honestly, I love the dragon model but I also feel the most unsatisfactory about it. The model outside of the game looks great but it doesn’t look as nice in the game battle scenes. For instance, the animations would seem ‘off’ during attacks or the textures and face looked underwhelming from the battle scene angle.

Aside from the Overlord, which monster would win in a battle royale amongst the monsters in the dungeons?
In my opinion, I think the dragon would most likely win in a battle royale. It hits the hardest out of all of the dungeon monsters so I feel that would win over endless snake spawns or high healing ogres.

Personally, what monster do you find the most terrifying?
Personally, I guess I would say ghosts are the most terrifying, so the Liches in Wheel of Fate. Realistically, I think the Ratmen would be the most terrifying of a monster to exist from our game.


Got any more questions for us regarding the game design for Wheel of Fate? Feel free to post in the forums or comment on this blog post and we’ll be happy to answer your questions!
We’re also active daily on our official discord so come join us for a chat!
Cheers!

UDX Team
Oct 23, 2020
Idle Champions of the Forgotten Realms - Codename
Use these buffed champions to help you complete your Liars' Night variants!

Buffs for Briv, Catti-brie, Makos, Delina, & Zorbu active until 12PM PDT Mon, Oct 26th.

More info in-game
Millions of Minions: An Underground Adventure - Mattabulous
Prologue Rewrite/Rework

Just today, we rewrote some of the prologue script to cut down on the length and we began planning our new prologue! It'll have the same story but it will be laid out in a much better manner. We're hoping this change will inch us closer and closer to full release!


Release Delay

That links to the somewhat sad announcement that we've pushed back the release date by a few months. The game will be released before the end of the year, however. We are doing this mainly because we felt we were rushing too much. We want 1.0 to feel like a full 1.0 launch and that wasn't possible with our previous work ethic. This gives us time to polish, update and fix everything we can. Once we hit 1.0, we won't be coming back to the project (unless a game breaking bug emerges).

Make sure to follow our Twitter for frequent and exclusive updates!

Ending Cutscene

We won't show TOO much of the WIP ending cutscene. However, take a look at this picturesque scene of the outside world! What do you think is gonna happen next!?


Mines Area Development

This week, we finalised on a Mine environment! Please keep in mind that is WITHOUT implementation into the game so the fidelity may seem a bit less fitting for the game. However, once implemented, it'll be affected by lighting and mimic the atmosphere of our game.

Mines Area Tilesheet

Enemy Animations
We don't have anything to show about this yet, but we're currently in the process of finishing up the Mines enemies! Hopefully I can show off a few things next week! We've also changed their names!
  • Sluggard
  • Crystal Creeper
  • Klucken

Thank You!
Thank you for reading this week's blog. Stay tuned for next Friday!
Vectromirror™ - jay_rab

Hey Test Subjects!

A testing trial of a different sort is coming your way and there is treats to be had this holiday season!

Come join the test, here is how to participate:

1) Carve a pumpkin with the best video game scene, character, or symbol you can.
2) Make a post on Twitter, Facebook, or Instagram with the image. Make sure to like our page, tag us, and use #BGVPUMPKINCONTEST so we register the entry! Submissions will be accepted from now until 10/30 At 11:59pm. (Alternatively, submissions can be sent to REDEEM@BURNGAMEVEN.COM)
3) The top 5 submissions will be selected by BGV and the top 3 winers will be randomly selected
4. winners will be announced on October 31st

1st Place: $25 on Steam, Not Without You Game, VectroMirror Game
2nd Place: Not Without You Game, VectroMirror Game
3rd Place: VectroMirror

Rules:
NO PURCHASE NECESSARY. APPLICANTS MUST BE 18 OR OLDER. MUST BE A UNITED STATES CITIZEN TO CLAIM PRIZE. ALL SUBMISSIONS SUBJECTED TO THE BURNOUT GAME VENTRUES PRIVACY POLICY(AVAIABLE AT: BURNGAMEVEN.COM/PRIVACY). ALL IMAGES SUBMITTED IN THE CONTEST ARE RELEASED TO BURNOUT GAME VENTURES (AND OUT PARTNERS) FOR USE IN MARKETING AND FUTURE PROMOTIONS VOID WHERE PROHIBITED
Haxity - almogaverdh
As a part of Haxity celebration of the Digital Tabletop Fest we have invited several streamers to gather in the streets of Haxity tomorrow saturday 24th October.

This is the schedule of some of the streamers that will join the Steam Digital Tabletop Fest playing Haxity:


They won’t be alone though, as other streamers, developers and any player who think they are up to the challenge, can join in on the ultimate card gaming brawl.

And Sunday... Tournament!

On Sunday at 1600 CET we will host our very first tournament since the game was released as Early Access. Haxity offers an unique environment for 1 vs 1 deckbuilder PvP tournaments.

Tomorrow we will open the signup on Battlefy so be ready to join once we announce it!

Who will be the champion and claim eternal glory?
PlanetSide 2 - jgolenbo


Members, it's that time of the month! Space Pumpkins are haunting Auraxis, our first PlanetSide 2 Campaign is live, and ALL MEMBERS will earn Double XP through Sunday, October 25! Warm up that Ectoblaster and start banking those certs, soldiers!
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