- Implemented Cinemachine. This changes the way the camera follows the player in game. It will also allow for some interesting "cinematic" opportunities going forward. -New Level End Sequence. The player flies into a portal and warps to the next level.
Hey guys, my game is now up roughly a week and i already got awesome feedback from you guys! Thanks to that i worked hard on a patch this weekend to fix bugs, ad some quality of life to certain features and made some gameplay changes as well.
the patch will be ready sometime next week and up and running at the end of next week or beging of the week after.
what has changed(so far)?
- heal only by kill or skill - no more constant slow healing
- camera shakes on impacts to make you "feel" them more
- health bars above enemies for better planning and oversight in fights
- redesigned start room so you know what where
- item descriptions for a bit more information when you pick them up
- hit query redesigned and a lot more accurate than before
- weapon damage reworked with more variaety within a weapon class
- ranged shooting feeling a bit improved
- Enemies(some) have been altered a bit
- Loading screen - I wanted to have an uninterrupted feel when generating the level from start room, unfortunately that caused some studdering when loading, till i have fixed and improved that properly there will be a loading screen for smoother experience
-Mansion level (zombie level) has been improved to give more of a "horde" feeling
-movement speed slightly increased
There will surely come more over the next few days but please look forward to an update that enhances the gameplay significantly
The patch after that will focus on a new level theme and also update and polish of current level design acording to your feedback.
Thanks and have a good start into the week, The tiered Dev of a soon to be less buggy game :)
Fireworks Mania - An Explosive Simulator - Laumania ApS
WHAT'S CHANGED - Added Czech localization (thanks to the community once again) - Various minor translation updates to other languages - Added new cake "Fat Bill" (it's basically just the '2021' cake, without the 2021 effect). The name was suggested by the chat in a live stream - so don't blame me :) - Improved the Physics Tool so it now move things around with less jitter. Thanks to 'Nick F' on youtube for the suggested solution. - Made Greenhouse on Ranch destructible
BUGS - Fixed bug where the Red Propane tank could fly so far away you couldn't hear or see the explosion. It can still get out of sight, due to fog, but you can still hear it explode now - Fixed collider issue on gas tank on Ranch where you couldn't ignite or interact with fireworks placed under it (hidden collider) - Fixed issue with stuck books in the big house in Town
It was only yesterday when we shared the information about the overhaul coming to Chroma’s new player experience. It was in that update that we also shared the information that Chroma would not be receiving an in-game tutorial.
So, you may be surprised to hear that an in-game interactive tutorial is now live in Chroma: Bloom & Blight!
What changed?
To be clear, an in-game tutorial is something we always wanted to bring to the game. We are a very small team and balancing what Chroma needed to launch didn’t bring about any easy decisions. Clearly, the ‘play to learn’ approach we took was not what some players enjoy when starting their Chroma journey.
Since the game’s release, we have been working around the clock to build a tutorial. This wasn’t an easy task, but we realised it was an important one based on your feedback. We’re incredibly proud of what the team has been able to achieve in only a matter of days, and we hope the tutorial helps you find your feet when stepping into the world of Chroma for the first time.
The tutorial can be found under the ‘play’ tab on the main screen. The tailored match will take you through a full game of Chroma, breaking down key interactions and gameplay mechanics, equipping you with everything you need to become an experienced adventurer in the world of Arholt.
Development on UI adjustments and some quality of life requests will now continue, as well as work on Chroma’s draft mode, which we’ll have more information on soon.
If you didn’t enjoy your initial experience as a new player in Chroma, then we hope the tutorial can help to ease you into the game.
Im going to have to put Development on hold for now, For whatever reason my GPU Drivers D3D Compiler hangs whenever loading Phoenix Squadrons .uproject file and Unreal Engine has to crash the editor to prevent a deadlock, I cannot Develop the game due to this so until i can fix this im putting Development on hold.
Hey everyone, The update for version two of MDD is almost finished and we’re busy testing the game. Until this point the focus has been on improving things while keeping the original gameplay (well, mostly the same. I’ll discuss this more in a future post.) I’m pretty happy with the extra polish and quality-of-life improvements we’ve added since the XBLIG version, and now it’s time for something new! As this is the first time any new gameplay has been added to the original, I thought the version two label was in order. This version introduces different game modes, the first of which is peaceful mode. Peaceful mode includes:
Never lose any gems or ore when fainting.
Rocks give plenty of warning before they fall.
There are no cave-ins.
The miner character can jump off the top of ladders.
A nifty green outfit for your miner.
After the release on Steam, we saw a bit of a split in the feedback, most of you enjoyed playing the original, but some felt the the game wasn’t quite relaxing enough. I hope the introduction of game modes gives you all an experience that suits. As always, we’re looking forward to your feedback.
The new update is planned for release on the 3rd of Feb.
EAV 18.5, We're all ready one month into 2021, where has the time gone Mortals? Development has been silently chugging through the month of January and should be ready by mid-February. (18.5) This update will include many new QoL improvements to gameplay/UI and will add another chapter to the ever increasing horror... Below is a snap of Chapter IV, an higher tech end of the subterranean facility you've been exploring. I do plan on including outdoor environments, disturbed visions, and more to add to the level variety. Note it is still a WIP & subject to change before release*