Jan 26, 2021
Auto-Staccato - Genebris
This is primarily back end update. Particularly these 2 important changes were made:
  1. Upgraded Unity version from 2018.2 to 2019.4.
  2. Converted all code from UnityScript to C# as the former is dropped by Unity.
  3. [/b]
These two were hindering development massively and I'm very happy to be done with this. This was a necessary big step and I can continue the development at a proper speed now.

Unity update brings a lot of great features that I'm going to use to improve the game in the long run. Currently you may notice a performance increase because of it. 2019.4 is a long term support version and I'm going to stick to it to the end. This means no more time will be spent on engine updates.

To do this I had to convert my entire codebase to C# as UnityScript was removed in 2018.3. This was a huge pain but a good decision in a long run. This will speed up the development a lot.

Now on to gameplay and graphics updates

Outlines for enemies in your attack range for better visual feedback.
This was suggested by a player and it's a great idea.


New main menu visuals.


New fancy health bar.


New explosion effects when you have high combo.


Post processing effects and volumetric fog were updated across all scenes.


Future development

My current priority is to improve and add new environments. Desert, Arctic and Arena will be reworked. Swamp and Cathedral rework is almost finished and will come in the next patch. New scenes such as Prison and Castle are also in the works.

This leads to a big Campaign mode update which will feature new beautiful original soundtrack and voiced protagonists.


Please make sure to leave your feedback! It means a lot to me and contributes a lot to the game!
Jan 26, 2021
Day of Dragons - Bad Parrot
Hello again, everyone!

We hope you are all had a Merry Christmas and Happy New Year! The first month of 2021 is almost over and we've been hard at work on the Genesis Update. We have some very exciting news to share with you as well as our thoughts on how our first Open Testing Event went.


Open Testing


Screenshot by the Gyldenfyre clan

Overall, our first Open Testing Event was a huge success. Thank you to everyone who came on and helped us figure out how many players our servers can withstand! We were able to reach around 165 players on the server before the lag became a big issue. We then rebooted with 100 player capacities and had zero issues with lag and stability. The servers are much much improved over the alpha servers and with all the new server configs, players will love hosting their own. Going forward, official servers will run at 100 players per instance which is what we recommend for all shared server instances, but the hard cap is set at 200 to allow dedicated private servers with the hardware and bandwidth to run double the normal capacity.

We enjoyed playing with you all and seeing everyone test out the new Acid Spitter model and map. A huge thank you to those who made online media content, such as youtube videos of the event, and to those who have shared their thoughts with us. It was fun and informative to hear everyone's opinions and feedback on the direction the game is going.

The open testing server is currently still available to those who own the Acid Spitter DLC or backed the kickstarter at a tier with Beta Testing. Once the Shadow Scale is in a playable state, the Open Testing Branch will be permanently open to everyone. If all continues to move smoothly, we expect this to happen in the next month or so.

We will continue to work hard and create a beawesome game. Thank you again!



New Animations

Our development staff took a much needed break during the holidays, but we are back to work and are very happy with the speed of development. Karly has been working very hard to bring our dragons to life.

Shadow Scale


idle

The Shadow Scale is now the focus when it comes to animation. As stated above, we hope to have the Shadow Scale in a playable state within the next month so we can permanently open our testing server to the public. Check out some of Shadow Scale's work-in-progress animations below!


Trot


Run


Glide


Flapping


Hover

Acid Spitter

The Acid Spitter is nearly 100% animated! There are just a handful of animations that need to be completed. Once they are, we will begin to polish those animations.


New Mechanics

We are also developing some new mechanics for phase four of closed testing. Once all major bugs have been worked out, they will join the Shadow Scale in the open testing branch.

Custom AI Coding



Some of you may have already spied our first custom AI creature to be joining the world of DoD during the Open Testing Event. Not only will Genesis feature custom AI models and animations, the code will also be custom. Like the nesting seen in Open Testing, Jao is creating an AI creature mechanic from scratch.

We are planning of having at least two AI species ready for the Genesis Update; the Thornbacked Crawler and the Bulbous Spined Scrab.


Thornbacked Crawler


Bulbous Spined Scrab


Crawler Walk


Crawler Idle

We will have more information on the behavior of the individual AI species as their development progresses.

Baby Carry and Struggle



Adult dragon players will now be able to pick up any appropriately sized hatchling even if they are not in their group. However, hatchlings will be able to fight back against unwanted attention or attacks using the struggle mechanic. Struggling will cause the holder to rapidly lose stamina and result in the baby being dropped once the holder's stamina has reached zero. The baby will then have a period of time to escape or without pursuit while the adult regains its stam.


Our DoD Family Grows

We have some exciting news to share with you. Our team is growing once again! We are happy to welcome our new VFX Artist as well as our new Environmental Asset Artist. Check out what each of them has been up to so far.

Custom VFX



Our VFX artist has started working on the Acid Spitter's signature spit attack. She will be making custom bile attacks for all the creatures along with other effect such as blood splatter and more.



Custom Nests



The first task of our Environmental Asset Artist is to create custom nests for the dragons. Each species will have their own unique nests that match their needs and bile type. The Acid Spitter's nest is made from river stones and just big enough to hold their clutch size of five eggs.




Dev Q&A Livestream


Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!



From the Community


Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!

Some of our favorite screenshots from the Open Testing Event...


by Keller1500#3964


by Kezran#0001


by Gilded#2408


by Heidi#6281


by Darkida#0001



Some of our favorite artwork from the community...


by Ztarli#7786


by Jirvey#7996


by ProwlerPaws#1414


by Nihil#0404


by Thaigra#6281



Again, thank you all for your support.

~The Day of Dragons Development Team



Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!


Discord | Twitter | Youtube | Instagram
Jan 26, 2021
Out of Space - $_Shiva_$
ACCESSIBILITY MODE CHANGES

Thanks to Steven Spohn (Spawn), we got a lot of constructive criticism regarding the way we described the former accessibility mode. We wanted to address those issues right away and apologise to anyone who felt offended by it. Here is what we did:

  • It is now called “Zen Mode”: It was pointed to us that accessibility could imply that everyone who needs accessibility options wants an easier game, and that is not true. We now call it Zen Mode because it is an overall more relaxing way to play the game and we think it is more descriptive that way.
  • It has a new description: This was the major offender in this issue and, again, we are sorry by the way that description was phrased. It read like the game was judging or punishing you for turning that on, and that was far from our intention. Here is the new version of the description:

    “Zen Mode reduces the difficulty of the game by making you more resistant and tuning down time-related mechanics, allowing you to focus on having fun! Turn this on to have a less stressful experience or for any other reason you desire! Want to proceed?”

  • It will no longer block any achievements: We were initially afraid that people would exploit this option to get the achievements fast. By the end of the day we figured that if that was the cost for allowing everyone to experience the entire content, it was totally worth it. The game is at its best when it is challenging (not impossible) for you and your teammates, so have that always in mind before when deciding to use the Zen mode.
  • It can be turned on and off during matches: This was not possible because of the achievement limitations. Now they are gone, you are free to test them out on the fly! Note that this only works in local matches. We are studying ways to allow Zen Mode in online matches in the future, but it is not possible at the moment.

We’ve learned a lot today and we figured it would be interesting to share the reasons behind every change with you all. That way we can all keep working to have more accessible games in the future.

WORKAROUND FOR CHINESE PLAYERS

We added a warning to instruct players on how to deal with the “stuck at the menu” issue that is currently affecting players from China. This is sadly not a fix, because the issue is caused by corrupt data sent by Windows itself and the game needs that data in multiple moments to properly work. We’ll keep on searching for a more definitive fix, but in the meantime, we thought it would be better to instruct everyone facing this issue on how to work around it. If you missed the solution, you can find it at 可怕的秀逗's post:

https://steamcommunity.com/app/400080/discussions/0/3118147979136942861/


CN

我们添加了一条警告,指导玩家如何处理当前影响中国玩家的“卡在菜单上”问题。遗憾的是,这不是一个修复程序,因为该问题是由Windows本身发送的损坏的数据引起的,并且游戏需要在多个时刻正常工作该数据。我们将继续寻求更确定的解决方案,但与此同时,我们认为最好指导面对此问题的每个人如何解决它。如果您错过了解决方案,可以在可怕的秀逗的帖子中找到它:

https://steamcommunity.com/app/400080/discussions/0/3118147979136942861/
9Dragons - 9Dragons
We will be performing scheduled maintenance beginning on Tuesday, January 26, 2021, at 6:00 PM (PST) and expect the service to be unavailable for approximately 3 hours.

Reason:
  • Routine server checks and modification.
  • Fixed an issue where a box in the Gold Coins Masion's top-left treasure room cannot be opened.
  • Fixed an issue where Piece of Bloody Orb Excellence is labeled as Golden Fragment Excellence on Herb Village Chief's Resource List in Kunlun.
  • Hero Band and Master & Disciple list will be reset.
  • Infinite Dungeon ranking will be reset, and points will be distributed to the top 50.

We'll update this post when the maintenance is complete and servers are available. Thank you for your patience during the maintenance.
Jan 26, 2021
INTERPOINT - gryggerson
Hello everyone! The beta is out now, however, it doesn't mean that we're not going to release any updates before the full game comes out. Right now we're focused on fixing various bugs and small issues with the game and will be providing small bugfixes in the following weeks. Here's what we've done so far:

Bugfixes
  • Fixed some broken saves in the first bunker location and in the Shepherd's House
  • Fixed security cameras behaviour in some places to prevent it from spotting the player too fast
  • Fixed some localization issues (some lines in english version previously were in russian)
  • Fixed the bug with portal when you would accidentally loose orange quantum energy after closing it
  • Fixed some achievements
  • Fixed a door in the soviet apartment dimension where you could shoot energy beams through it
  • Fixed Shepherd's artifacts attachment mechanic
  • Fixed missing lighting effects on negative and positive quantum energy beams
  • Fixed broken portal in Shepherd's house
  • Fixed the issue in Shepherd's house where jumpscare would play before you could see it
  • Fixed some grammar errors
  • Fixed a problem with the first generator that caused it to fall apart when grabbed
  • Fixed portal doors appearance in Shepherd's House

Gameplay
  • Added a second lever on the other side of the gap in Shepherd's house that activates permanent bridge across it
  • Added a glowing arrow to the pit in the guest room in the last layer of the Forest so it can be more easely seen in the fog
  • The portals now push you away if you try to go through one of them with negative quantum energy in your gun (previously portal would let you go through but the energy would be purged)

Eons of War - Vasily Vasinov
After a long hiatus, I was pleased to announce a little over a month ago that Eons of War is back and it's being actively developed. We have an actual budget now to help us hit future milestones and contract out music, some graphics, creative writing, and marketing.

While parsing the feedback from the private beta players and doing more internal playtesting, we realized that the 4X game mechanics weren't compelling enough, so we started brainstorming how to fix it. After several months of churning through various ideas, we made the decision to change direction. Eons of War is now a real-time survival strategy with rogue-lite progression elements.

Whoa, that's a big change, right? It certainly is and we believe it's for the better. The updated game is in very early alpha and is already loads more fun to play. There are many more game loops left to implement but for the first time in over a year I'm very optimistic about the whole thing.

Let's take a look at some of the more exciting new mechanics and graphics!

Survival and Base Management
Survival became the main theme of the game. According to the new lore, stars in your sector of the galaxy started to "malfunction" decades ago producing intense radiation spikes that destroyed space equipment and sterilized planets, killing millions.



The most effective remedy to those spikes are giant energy shields that can be enabled around planets and space stations. Shields require thorium to function making it critical to find the right balance between typical RTS-y things (like mining resources, building out your base, and hiring units) and managing shield protection levels. A good analogy for shields is the generator and steam hubs in Frostpunk.

Autonomous Spaceships
As in any typical strategy game, you have to build units, but in Eons of War you also have to hire crews to pilot them. Crews require space credits to keep performing their tasks otherwise they might quit and you'll be left empty-handed.



Spaceships act completely autonomously deciding themselves when to do their assigned jobs (terraforming, mining, exploration, battling, etc.) vs. having to perform upgrades and repairs with the money they've earned.

Rogue-lite Progression
To make level progression more interesting, we decided to add rogue-lite elements to the game. Just like before, all levels are procedurally generated for greater replayability.

There are two game layers that you'll interact with while playing in the story mode: the galaxy layer and the planetary system layer. Planetary systems is where all the action takes place. As you complete a level, more planetary systems open up in the galaxy view.



The story unfolds during in-game quests that you can either complete or fail. Some quests will reward you with resources and artifacts. Artifacts are special items that can be deployed on planets and space stations. As levels get increasingly more difficult, it becomes more critical to pick the right collection of artifacts to bring with you on new missions.

Hopefully, this gets you excited about the new direction! Our goal is to post monthly updates exploring game mechanics and features in more detail up until launch.

We are going to run a private beta in June 2021, so if you are interested please signup on our site:

https://www.eonsofwar.com/beta/

Jan 26, 2021
Farmington County: The Ultimate Farming Tycoon Simulator - grenobleinteractive
Hey everyone! I just finished putting in a new a minimap for the game, one of the most requested features. It's simple right now but works super well, it really lets you see where everything is. I will be adding more features to it in the future, as well as adding more things to do in the world.

Thank you to everyone playing and supporting the game!
Obsidian Prince - unleashthegiraffe
Join us as we (the devs)play Obsidian Prince and chat about why and how we created the game. Whether you want tips on how to best build your characters, want to know why we designed a rat with a bazooka or what made us put tippable cows in the game we're happy to answer.

We can also talk way too long about giraffes, game design and of course why chocolate is superior to every other piece of candy.

Come hang out with us and then test the demo yourself. It'll be a blast! :)
Into The Flames - Blicky BluRR
Color Soul: Memories - Evan Streblow
Version 1.1 Patch Notes

  • Fixed an issue where the game would freeze during the beginning cutscene on certain computers.
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