New year, new game!! Our new game - Home Sweet Home: Survive is already on the edge of launching! The hint is...... 1st..... February...... While waiting for the next annoucement for HSH Survive, let's enjoy Home Sweet Home EP1.
Eventhough the choice of activities during this time is limited due to the epidemic, you can stay home and have some thrill with Home Sweet Home EP1. Get into the exciting adventure and stealth. Drown in the haunting and cryptic story of Thai lore.
Home Sweet Home EP1 is now on 50% discount to welcome our new game - Home Sweet Home: Survive!
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เปิดปีใหม่มาไม่นาน เปิดตัวเกมใหม่ก็ใกล้เข้ามาด้วย! คำใบ้สำหรับเกมใหม่ Home Sweet Home: Survive คือ หนึ่ง...... เดือนสอง..... ในระหว่างที่รอประกาศถัดไปจากเกม HSH Survive เรามาสนุกไปกับ Home Sweet Home EP.1 กันเถอะ!
แม้ว่ากิจกรรมการเริ่มต้นปีใหม่จะมีให้เลือกไม่มากนัก แต่การอยู่บ้านก็สามารถสนุกและเพลิดเพลินไปกับ Home Sweet Home EP.1 ได้ การผจญภัยที่จะทำให้คุณลุ้นระทึกไปกับการหลบหนีซ่อนตัวจากวิญญาณชั่วร้าย ด้วยการดำเนินเรื่องราวแบบลึกลับสยองขวัญตามความเชื่อของไทย
Home Sweet Home EP.1 ลดราคา 50 % ต้อนรับเกมใหม่ Home Sweet Home: Survive เร็วๆนี้!
Another round of tiny fixes, but much more importantly, the guides have been given some love! All old guides have been updated to be accurate to version 1.2+, and there are some new huge guides relating to the "experimental masking mode" feature, and mounting a webcam for the top-down piano view along with aligning it perfectly to Keysight.
Changelog:
Fixed response messages for certain inbound websocket events sending an invalid JSON
Fixed midi playback to disable stat tracking while midi playback is in effect
College Kings - The Complete Season - collegekingsgame
The 0.6 update is here! This update adds almost an hour of new story, developing character paths and giving you more pathing than ever before.
Due to significant changes in code, saves from previous versions will not work. This is a one time occurrence and your saves will be compatible with future updates. We apologize for the inconvenience.
CHANGELOG V0.6
New content: * 1200+ New Renders * 20+ New Animations * 3 Dates * 2 Sex Scenes * Wolves Rush Party * Lots of main & side story progression
Gameplay: * Even more pathing, making your choices matter more than ever before * Added new achievements * Added new scenes to scene selector * New phone messages now rise to the top of contacts * Steam Achievements support now added!
General Improvements: * Changed a lot of the code, including revamping the entire phone code to enable a better foundation for the future
Bug Fixes: * Fixed spelling & grammar errors from previous versions * Fixed a lot of bugs
We are pleased to announce a new update to Not An Angels. We noticed a balance issue with the game, so we update it in this version. We will be monitoring game settings at all times to ensure the best possible experience. We also added a new character - Victoria - along with 10 new scenes. We also fixed various bugs in the game, so we hope you enjoy the new version :)
Let’s start this year right with the power of Sex-ray vision!
Follow our protagonist as he slurps up a magic potion giving him the ability to see fetishes, kinks and other spots of interest! What will you do with your Harem and these wonderful powers?
Only one way to find out!
This game features:
Translated version of the original Japanese Visual Novel
Your whole harem is fully voiced with original Japanese dialogue
Original artwork HD upscaled with 16:9 and 4:3 variants
Howdy, readers! It's been over two months since a proper dev diary, and the planned early access release of our game Enemy Remains is less than four weeks away!
During our "radio silence" we've been keeping ourselves busy with polishing the game, focusing on the core gameplay and making the experience as fun as possible. The game already had a good basis for a creepy horror shooter back in August, and we've been in re-hauling and refining mode since. In late 2020 we stopped adding new maps into the game, locking the current level set for the early access release.
There is only one more survival map that we gotta add into the upcoming release, but otherwise all the other new scene ideas have been put into the slot after launch. The enemy roster or weapon selection will not change either, and we've just been refining the mechanics for all the foes, adding more use for the existing enemies. Lots of ideas popped into our heads during development, that we just have not had time to implement before.
There will be a few surprises in the upcoming versions to the people who have tested the previous builds. The difficulty selection in the game now actually works, and there will be serious re-balancing with the levels on higher difficulties. Bosses will also be made tougher, since we were in a hurry just to add them into the previous versions.
Pretty much all of the features that we've talked about here are either already in the game, or are work in progress. We've also added tons of optimization to the levels, working on our own level of detail code trickery. We're getting pretty solid frame rates on our test machines, and we're generally pretty confident about the performance.
Enemy Remains will not be a game like Kalaban, which was purely 2D and ran on every grandmother's desktop computer and laptop. This is a feature-complete 3D game, built from the ground up to feature modern visual effects and physics simulation. There will be particle effects, realtime light and shadows, ragdolls, physics obstacles flying around and tons of action on the screen.
For a full-on story game I think it's important to get the product running as wide array of systems as you can. But this time we opted to create a fast-paced and frantic action title with Enemy Remains, and that's a genre where players expect to see a lot of fireworks and top notch visuals.
We've been especially happy to welcome Tuukka Kuusisto on board as our new musician. With his help the worlds that we've created have really come to life, and have been accompanied with the fitting mood. Music is really magical in the way that it makes all kinds of new connections in your brain, and further expands the world that's presented on screen.
Previously we've had placeholder soundtrack in the game that was entirely composed and mixed by myself. Those tracks were pretty shoddy creations, and I'm glad we're getting a real professional to do the final soundtrack. We're also in progress of re-mixing the audio effects, making sure that all the necessary actions can be heard in-game.
It's always difficult to balance the gunshot sounds, I've found out. You want your weapons and attack effects to sound punchy, but not over-do it by making them too loud or obnoxious. We're not quite there yet, but hopefully will be by the time of the release.
Our character artist Sean VandenBerge started his work on this game in September 2019. Just think about that! It's incredible how much development time this game has already taken. Enemy Remains started out as a simplistic survival shooter, and I set out to create a 3D game that I could develop and finish by myself. Granted, the early versions we're quite ugly and unappealing, especially compared to the more recent builds.
Pretty soon though I realized that the task ahead was way too big for one man to handle. I was aiming for this kind of "Diablo with guns" feeling with the game, and back then I had no idea in what capacity I would be involving the narrative stuff into it. I looked at the project, and though that the game would end up taking AT LEAST two years from now (summer 2019 back then) if I started implementing quests and friendly NPCs.
Luckily, we got environmental artist Dalton Costa working on the game from early 2020 forward, so the task of building this whole world felt a lot less intimidating. Even with these two key additions to our team, I figured that I'd be better off creating a good, solid exploration shooter game, without heavy story elements. And I figured if the game would come together fast enough, there might even be time to add the story in as we went along.
Like is often the case, developing a game takes a lot longer than you'd expect. I had already predicted that developing a full 3D experience in Unity would take at least twice, if not three times as long as making a 2D game with Clickteam Fusion. Adjusted to Kalaban's development time, that would mean that with all the inventory, quest and story stuff, along with NPCs, we'd have a game ready around the year 2023.
Making plans for a release that far away just seemed outright silly. I had no idea if I'd even be able to support full-time indie development of this project for a year, let alone four. So we put our heads down and started working on Enemy Remains as a topdown shooter. Now, almost two years later, we're near the early access launch with a game that has its focus in the core gameplay, and is overall a lot more polished experience than frankly anything we've put out before.
I've learned along the way that every little UI element or small interface feature takes a good few rounds of testing in-game, going back, tweaking a few lines of code and fixing stuff. Just adding different, changeable weapon icons might take one whole day by itself! And you gotta add in another day for the art and testing alone. This is what it's like when you're the only programmer working a 3D game.
There is a plus side to all of this though, being the sole programmer commandeering the ship, and that is having the complete mental picture of the project in your head. If say, main menu does not load the proper scene it's supposed to, and instead just jams in the loading screen, I can pretty much instantly figure out what the problem is.
Or if a boss enemy's death by pistol triggers the right kind of level end sequence, but the same thing doesn't happen if he's gibbed to death. In that case I can also sniff out the bug that's preventing the sequence from commencing properly. All I need to do is a quick troubleshoot, tweak the code, do a round of testing, and the problem is solved!
For another programmer working on the game these problems might turn into a nightmare of pulling hair out, and bring the coding to an absolute halt. They would have to spend a good chunk of their time trying to debug the program for strange occurences, and maybe eventually figure out the issue in someone else's code. Sure, it does take extra care and time to do everything by myself, but this project has already taught me so much than any programming degree at school ever would.
I'm not here to learn how to write perfect code, or how to get employed by a company making utility software or database work. I'm here to learn about project management, creative, on-the-fly problem-solving, and ultimately how to become a real game programmer.
If we're talking about future plans, and what's next, then that's all still pretty much in the air. Naturally we gotta look this launch through first and put our marketing and PR hats on, and change gears from pure game development mode.
That's the burden of self-publishing and working as a full indie developer. You gotta get your hands dirty with this stuff. Sure, we've been looking around for a publisher during Enemy Remains' development, but none of the candidates have taken us seriously enough, or have had the qualities that we need as a developer. Most of the publishers have just snickered at our games, or have given us cold shoulder in way of saying "looks neat, but there's not really anything we can do for you", or worse yet, have turned out to be literal scam artists.
Maybe in the future, when we've established a larger recognition we can shop around for a serious publisher, that's willing to put the money on the table for actually funding the development. But until that time, we're on our own!
As for continuing in the indie space, I would gladly work with another hard-working and self-driven programmer. The qualities I'm most looking for in possible business partner are; ability and will to figure stuff out by yourself -- and simply doing it.
If you sit around all day dreaming about games that you would create if you had the team, the money, or whatelse, and waiting for a programmer to fall on your lap, then I'm afraid I can't help you. After all, I'm not that talented of a coder myself. I learned how to code and use Unity simply because I wanted to make games. That was motivation enough for me, and it's what has been driving me to learn new stuff in the field since I was a teenager.
At the end of the day, making a polished game is not fun. There is enjoyment to be had when you figure out a more elegant solution to problem you've had, or see your game running much better because of some optimization that you did, but it requires hard work and some serious sitting muscle.
If you truly want to become a game developer, at some point you gotta get over that "fun" seeking attitude, and just take pleasure in the work itself. It's a point that only a developer can understand. Often times people look at games and think they can be created way more faster and cheaper, than they really are, not seeing the hard work that goes into making a decent product.
Near the end of the development you get to do some actually fun stuff too - adding "bells and whistles" like it's called in programming or hacker terminology. Once you have a solid game, that runs well, you can start adding features that have no real relation to gameplay - like say; ragdolls. They're there just to add general value and appeal to a product.
Experimenting with physics in Unity has been especially interesting for me, and it's something that you just couldn't do in a full 2D game. The way that things have a mass, speed and momentum, and the way collisions work in a truly 3D environment, that is all fascinating stuff for me.
I'm releasing a new build of the game to the default, public branch. From now on you'll be able to save your progress. With the help of community's testing I'm now reasonably sure the mechanisms work as intended. So - you can save the entire state of your gameplay, as long as you don't have any CAS deployed on the map, or the units on map are not engaged.
Any other changes?
Beacuse this development took so long, I've also added countless small fixes to the game. Most of them related to scripts and AI getting lost in it's little plans, but also a bunch of optimizations to game behavior and physics calculations.
version 0.5.1: * NEW: the game can now be saved/ loaded. You can have any number of saves you want. * NEW: a summary window for all the people you arrest and transport off the map in your cars. You'll gain/lose relations points depending on if your arrests are legitimate. * the screen resolution and other display settings were all moved to the settings menu of the game. No more launcher screen. * optimizations: much less calculations needed for the cars' pathfinding (with exactly the same results as before, wether that's good or bad) * optimizations: a huge reduction in CPU usage for the actors' actions and the way the actors on map scan their surroundings. * fixes to the UI windows, sometimes ignoring the ESC key * fixes to unnecessarily huge memory usage of some of the objects on the map * switched to a more effective physics calculations solution * optimizations of the objects' physics calculations * updated to a more recent game engine version, which will translate into multiple fixes and optimizations under the hood
So what is next and will it take a year to materialize?
Next - I'm gonna add a first batch of persistent, player-buildable structures. I'm thinking of some MG nests, sandbags, watch towers, some better traffic control checkpoints. No other development in this project should ever take _this_ long to materialize. Saves were horrible to do, but they're now in. I will be adding new features to them every time I update the game in the future, but the bedrock of saving is now here, and thankfully will never have to be re-done again.
Also, some other changes I will work on
The AI is very disappointing, oftentimes. Trying to fight almost face to face, and too weak to really be a threat to your units. I will work on various ways of fixing this, from giving your enemies better weapons, to make sure they hide from you a bit more effectively.
Other priority will be adding political elements to the village management. Local leaders, both aligned or opposed to you, and some more interesting interactions there.
Number of changes regarding controls of the character and UI
Changes in v1.32 build -Keyboard controls offer more freedom to the player -Multiple control schemes -UI now adjusted to the type of preferred control schemes -Bugs regarding some of the collisions fixed
We will be releasing a new map based on a Military Air Base where counter terrorists have to infiltrate a hijacked cargo plane. The map will be available for both PVP and CO-OP modes.
Concept: MS-Unit being a private military organization, use Military Airports to ship their cargo. One of their cargo plane was hijacked by Mozammel haque, who was a lieutenant. The cargo plane had a lot of top secret military weapons and some valuable technological assets which could become extremely lethal in the hands of a terrorist organization. So, on a quick notice, MS-Unit had to shoot the cargo plane down and now it's up to them to eliminate the corrupt lieutenant and secure the cargo plane.
Along with the new map, we are bringing improvements in quality of movements, sounds and in AIs
A new feature we are adding is the Shout Compliances for Counter Terrorists where they will verbally shout at the terrorists for standing down. This has been requested greatly by the Zero Hour community.
Keep an eye out on the first week of next month for the release of this update.
We are excited to show more updates that we have planned for the future. We really appreciate and thank the community for the unconditional support and love for the game.
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
Our Retro Point And Click Adventure is releasing on April 15, 2021!
Go out and tell your family, your dog, your friends and even your creepy neighbor from across the street that the story about the young jounalist will be released soon on April 15!
Is Thomas ever going to find out the secret of St. Michaels? is the whole story a dream? Or is he just insane?
Find it out on April 15!
Wishlist it now and you won't miss this important date!
The soundtrack can be purchased sperately or in a package with the game.