The new build for Shady Lewd Kart is here! We have a lot to showcase so if you want to learn more about what we put into todays build check out this link for the direct!
Also all the events will be returning for a sloppy seconds on getting everything you are missing in game! So get racing! Get Melody and friends and cum first!
Also get out there and collect all those new Damage Bubbles we had fun making these! And they are very sexy!
Anyways thank you for sticking with us, any info your after about this update is in the video above! The event will run for 9 days until the next event which will be Marble Maid themed! Stay tuned and thank you all for the support!
Greetings! This is Rummy Games with the new 15th dev diary. This time we are sharing the interview with our sound designer — Ruslan Takhaveyev. He is going to tell us how he joined the team and his work with sounds and noises of one of the main characters — Harren the Defender.
Ruslan, tell us a little about yourself
I became a part of Rummy Games in September 2020 after passing the interview and an assessment test. I haven’t worked in gamedev before but I’ve been studying FMOD+Unity and Wwise+Unity for a long time. I have solid experience in sound design and creating music for videos. Recently I’ve started exploring Unreal Engine and luckily Saturated Outer Space is powered by this technology. That’s wonderful!
What was the assessment test?
I was asked to create sounds for the game hub, they call it “Life on Ship”. It is a spacecraft carrying the squad. To be more straight, it was to record background sounds for the bar, the main bridge and the captain’s cabin. However, real tasks in the project proved to be much more interesting. And difficult, by the way. I work on sounds related to the game's characters and this job requires knowledge of the lore of each one, their created 3D models, their description and nature.
What tools do you use in your job?
We're working with FMOD as middleware. Its interface is similar to DAW so it allows me to create the sounds from “the box” - it speeds up the whole process. I also use Reaper for additional processing or recording. Some sounds I search in ‘freesound.org’ then make a few tweaks. Others are taken from my royalty free library which is pretty big.
How does the development process flow?
As mentioned before, I need to keep in mind the characters’ bios and lore. Visual indications must also be taken into account when generating sounds such as moving, taking damage or dying. For example, Harren is a robot who was a human in the past. He faked his death by totally destroying his physical body and putting his digitized mind into a steel shell of a robot. (That’s insane!) So, I knew that his sounds must convey his human nature in some way like his voice cannot be completely devoid of emotions. Harren’s prototype:
Harren
Harren comparing to other characters (second from the right)
So we have: Harren is no longer a human, he is a full metal cyborg. Which means that the sounds from him should indicate his big weight and might with the hints of his human origin. As a reference I used the character animation:
Further work consists of following steps: prepare the most suitable sounds (if needed) edit them with FMOD effects (“pitch shift” and equalize is used mostly) place on timeline and synchronize them with movement according to the animation put additional sound layers for every “tact” of movement to make it more complex and deep.
Robot is not just a toy, there are a lot of mechanisms involved so even one wave of a hand provokes more than one simple sound. We can hear several sound layers at the same time. Even if one of them is removed you would definitely feel the complete difference. In addition, every track is slightly randomised in “pitch” and “offset” parameters to sound less repetitious.
It’s only a small part of what needs to be done with this unit. But there are dozens of them in the game!
What are you doing next?
After importing the sounds into the game and conducting additional tests it might require some ‘fine tuning’. Then I will put my hand to create primary sounds for other characters which need to be done for the vertical slice.
In the night when evil spirits creep out under the moonlight we return again to one proven method of cleansing. Start your M18 and Po-2 engines racing and terrify the forces of evil into oblivion in glorious races!
From 11:00 GMT on the 31st of October until 09:00 GMT on the 1st of November
Ground event: “Armour race on a dark path”
Earn 300 rating points in the supercharged M18 “Hellcat” and get a prize - one of the creepy decorations. The rating depends on the position in which you finished the race.
Jack-o-lantern
Witch hat
Slasher’s Hatchet
Cannibal Axe
You can follow your progress by clicking on the “award button” in the “event” tab. Update in the records table can take up to 15 minutes.
Aircraft event: “Witch Hunt”
Fly a special "Night Witch" aircraft and earn 300 rating points to get one of the unique decals. The rating depends on the position in which you finished the race.
"Pumpkin" decal
"Bad Turn" decal
"Hell's Belle" pin-up
"Trick or Treat" text
When the races are over, the top 1,000 pilots will permanently receive the unique Po-2 biplane. The vehicles will be awarded during the 48 hours from the end of the event.
Reentry - A Space Flight Simulator - wilhelmsenstudios
The next update of Reentry (version 0.72) has rolled out to the Test Pilots. It will contain the first iteration of VR support for Project Gemini. The implementation is similar to what you already have for Project Mercury. In addition, multiple bug fixes has been made (for example, the floating issues of the Gemini capsule after splash down).
In addition to this, I have a wish to start public alpha testing of the Mercury Control Center Live multiplayer module. This is potentially the start of other multiplayer modules as well. The main goal behind it is to start testing the basic building blocks I have made for multiplayer modes.
Once this is out, I will enter the long and painful path of porting the entire Apollo implementation to the new TSS enabled game engine, and start working on some of its missing systems. The Apollo TSS implementation will be part of the 0.75 update, and Apollo systems are planned for 0.8 and beyond.
Happy Halloween, I will be spending the night in Orbit.
Light jack-o'-lanterns in the Hangars and prepare your favorite warbirds for the celebrating in the dark sky of World of Warplanes!
Completing the missions of this event will reward you with Halloween emblems, extra crew experience and Unique Supplies in which you can find Premium aircraft, equipment, consumables, ammunition, boosters, Gold, Free XP, days of Premium Account, and much more!
Have fun in the name of traditions! Trick or Treat!
From October 30 (02:30 PT / 05:30 ET) till November 2 (02:30 PT / 05:30 ET), enjoy the special with:
You might notice something on the horizon in your cities this morning. Here's the link to our Friday Facts #54, which introduces our latest team member and includes news on upcoming waterfront buildings!
Here are the patch notes:
Version 0.0.57.0 ALPHA
Added ambient fog and terrain fade-in.
Added animated decorations using palette based animations.
Added Park and Vfx group decorations.
Remixed the Logging In music track for the vapor modpack.
Fixed vehicles in vapor modpack.
Fixed certain situations where the Steam Workshop thread would get stuck on an action and spam the console with an endless logging loop.
Fixed bug where roads would clip on the edge of the screen.
Broadened preview image capture in game mode.
Added California cities to the list of neighboring cities.
Added improved logging for missing building decorations.
Remember to check out this update via the Betas tab. Right-click NewCity in your Steam Library and select Properties. Click the dropdown under the Betas tab and choose "test - Testing branch". You can opt-out 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.
We really appreciate all the feedback and bug reports here on Steam and Discord! Please keep posting your thoughts and touching base with us.
Please follow us on Twitter for more upcoming announcements. We'll also be keeping our eye on the comments on this post.
And as always, we can't wait to see what you build. Lone Pine Games
Ghost in the pool Early Access version is finally out now! So exciting to announce that our little game is finally got on the Steam store. As an indie game developer, this is my first ever game made only me and my friend Joey. I really hope you like it, and please send me your thought and comments, they will help us a lot!