Bug Fixes/Features Added in v4.20: *Fixed space pogs 2 level end *Fixed space pogs 2 restarter *Fixed rainbow restarter *Fixed "Satan welcomes you" warper *Fixed Trippy checkpoint *DLC buttons now active at all times, but if you don't own it it redirects you to the store page *DLC Manager implemented *Loading screen implemented *All achievements tested and working
Rebake tutorial lighting Fix player too high health with high constitution, to the point of nearly being invulnerable Update tower day/night lighting to be more dramatic Fix bad line of Spanish translation Fix function key command menu font and background New entropy spell. New games get it for free Razed villages have improved icon Make kills per minute bonus at the end the level twice as easy Fixed: Mage light animation and audio casts when you enter a new level. Orgasinator: Clarify mana burn through UI
While we're pushing forward on bringing Tournament Events to the game, we're also working on a couple other things. You may have noticed a change in the UI, reorganizing some things to hopefully make it less overwhelming. We're looking for feedback from shooters as to how this feels. We know we're not done with it yet.
We also implemented our optimizations to terrain. This really shouldn't be a noticeable change, but it needed to be done because we're working on a new environment, which means we needed to adjust our art pipeline first. I'm happy to say the new environment looks amazing and is a welcome change of scenery. The first course developed in this new environment is a blast, and we feel like it's a culmination of everything we've learned building courses so far. Can't wait to see what you think.
While we're spinning up our new leaderboard system we're also cooking up a couple other things for our competitive shooters. We've started modelling out a few Practical Shooting classifier courses. We won't really have a Practical Shooting mode right away, but we figured it'd still be useful for shooters to be able to practice on them. We'll be adding more classifiers in the coming weeks, so please be patient, but feel free to sound off in the Discord about which courses are most useful to you.
So, without an actual mode, how helpful can Practical Shooting classifiers really be? Well, a lot more helpful with the other new feature coming this week. We're adding a shot timer to these courses. No, it's not gonna be some little blue box on your belt, it's going to use some of the tech we've already got to accomplish this. Each classifier course should have a shot timer UI panel near the start that will show times and splits. You'll have to inspect your targets to call your own Alphas and Mikes, but we think it'll still be a useful practice tool.
There's a lot of game rules that need to be implemented to support the real world versions of these types of courses: strong and weak hand shots, ammo limits and classes, and things like mandatory magazine changes to name a few. It's a bit much to bite off in a single week of development, but we figured adding this shot timer would allow shooters to practice the way they would IRL, and give us a bit of room for the art team to keep developing these courses while the programmers navigate the gigantic rule book.
As we continue building out these features, we can't stress how valuable feedback is. Our shooters have guided most of our decisions and we will be leaning heavily on our Discord community, so get in there and let us know what you think.
We are excited to share the new daycare we moved into! Level select is now available from within the daycare which allows for a more consistent experience from start to finish.
Features:
- BRAND NEW ROOM - New decorations and hub - Controls for Oculus, Vive, and Index - Creatures have new animations and art - New audio and sound effects are added - Basket ball hoop can help you out, for those times when gravity won't - Easier to navigate the Bestiary - Fun little reference to a fellow student game - Also a semi hidden easter egg
Fixes:
- Pink on the music encounter changed for readability. - Shubby ritual art finally updated - New wand model - Hammer clips through xylophone less (you have to swing much harder to make it happen) - Gilberts ritual encounter is fixed
Hi everyone ! What a year, I hope you are all fine. I'm happy to announce I've finally been able to work on the game again - What's new:
- All complex buildings now use 3 different level of detail meshes ( or LOD), increasing drastically the overall performance on all setups. This was a lot of work but the result was worth it
- All scripts and game source files have been upgraded to Unity 2020, resulting in a better compatibility and an even better performances
- More than 30 new human NPCs have been implemented with unique new dialogue trees and funny punchlines
Next steps before the awaited version 1.0 : - Adding the last layer of content ( mostly secrets and storytelling stuff ) - Bug and glitches global corrections - Record the actual Early Access Leaderboards Scores of the Best Survivors for posterity - Reset the Leaderboard and upload the version 1.0 !
I hope this new content and FPS boost will make the apocalypse way more comfortable. See you soon and thanks for believing in 3571 The Game for so long!
- Desert Battlefield slightly altered a couple buildings
BUGFIXES
- Weapons now reset in customization menu - Blood decal in Main Menu removed - Remington870 Fixed - Grenades drop with physics and can also be picked up - Fixed collision of vehicle wrecks in Desert Battlefield
Join me on this stream where I casually try to make some art assets for the full game. This is the fourth and last event that I'll be doing for the LudoNarraCon Festival that is happening from April 23rd to April 26th.
If you're thinking 'He's done this before, he should be ok' then you are MISTAKEN. My art skills are questionable at best, so let's have a laugh while I stumble my way to making it look good π¨
LudoNarraCon is filled with amazing games, and this is a golden opportunity to try them out and see what's their approach for narrative! This is the third event of many that I'll be doing for the LudoNarracon Festival that is happening from April 23rd to April 26th.
So come, join me in the chat while I give my thoughts as a developer on other amazing narrative games and see what we can learn π¨βπ
Please join in for an hour where you'll be able to ask me all sorts of weird questions about game development and whatever else you might want to know about!
This is the first event of many that I'll be doing for the LudoNarracon Festival that is happening from April 23rd to April 26th. There are a lot of awesome games in this event, and I'm super honored to be a part of it!!
So, if you'd like to watch me play the demo for the event while talking about the game and chatting with the steam chat - come and join in!