Hell Let Loose - Jonno
Hey everyone,

Welcome to Dev Brief #129!

This week we've got plenty for you to look at with the announcement of the winners and runners up of our video competition! The level of quality in these are amazing and well worth checking out, so get comfy and give them a watch.

On top of that we've also got news on our next PTE (Spoilers: Kursk) and an update on our current optimisation focus, including specifics on how it's being addressed from Lead Developer Max.

So, we've got entertainment, information and an opportunity to help us test Kursk ahead of its upcoming arrival to the frontline - Let's get stuck in that we...


Competition Winners

With an amazing array of many entries it is time to announce a winner for the Hell Let Loose Video Competitions ‘Filming Private Ryan’ and ‘We Want You’.



Again we would like to express our thanks to all those who entered and helped their friends and communities in any way.

The quality and numbers of entries was fantastic and impressed us all here at Dev HQ. After a lot of consideration we have managed to (and this was no easy task) pick a winner for each genre.

Once we agreed on a winner, we hit another roadblock trying to work out a runners up for each category. After a few days of discussion and arm wrestling we have decided that the quality of the entries was so high that we have decided to have multiple runner ups.

Also ‘ALL SUBMISSIONS’ who were not a winner or runner up, will receive a prize. This will be in the form of one Hell Let Loose Steam Key.

Congratulations to all who were involved in this comp, the community is extremely talented! o7

We hope it was as much fun for you all to make those clips as it was for us to watch and appreciate them all. We cannot thank the community enough for their contributions. We have been very humbled by your enthusiasm for our game.

We look forward to seeing you all in the future, with more to come on the horizon.

And now the winners!

Filming Private Ryan

WINNER:
[EASY] submitted by Bickley with the entry ‘War is Hell - Hell Let Loose’



Runner ups for this category are:

[82AD] submitted by Very_Bad_Moon with the entry ‘South West’


[18.PzDiv] submitted by Moe with the entry ‘Hell Let´s Saving Ryan’


[NPA] submitted by Lord Vader with the entry ‘Hell Let Loose Archival Footage Preservation’


Honourable mention:

Submitted by Richie Mason with the entry ‘German Heart Lane’

This was created by one man, who jumped into a random game and recorded the events.


We Want You

WINNER:

Koju Sone with the entry ‘Survive in Hell’.



Runner ups for this category are:

Alpine Sniper with the entry ‘These Blades Only’


Lexhy with the entry ‘Hell of a Boogie Woogie’


Br0ken_English with the entry ‘Plink’


MBS with the entry ‘My First 6 Hours of HLL’


We will be contacting the winners and runner ups directly. Also everyone else who made a submission can expect an email from us, if you haven’t had one already.

Again we wish we could have included you all, and thanks again for the enthusiasm shown! We will look at getting out as much of the content as possible via our various social channels.


PTE Next Week - Eastern Front - Kursk

We would really appreciate the community's participation in next week's PTE. This will be a test on the new Eastern Front map Kursk. As we are still in development mode for U10, this build will be buggy, so please consider that if you are participating.

We will follow up with the exact day and time next week. We will also include known issues and a changelog overview so you know what to expect. This test will be best suited for those in the GMT timezone, and will take place from approximately 11am to 4pm GMT. We will look to have several PTEs, so if for any reason you can make this one, don’t worry!.



If you want to know how to join the PTE, please join the official HLL Discord below:

YES I WANT TO JOIN THE HELL LET LOOSE DISCORD

You will find all the details you need to join there.


Getting into the weeds with Grass

Optimisation is an ongoing process and challenge when developing Hell Let Loose - with a special combination of high player count, huge emphasis on replicated physics and large scale maps. We know that it’s one of the most requested aspects of work, and it’s something we’ve had a dedicated team working hard on for the last several months (as opposed to having to bounce back and forth between content creation and optimization).

One area of key significance (and ongoing pain) is the grass within Hell Let Loose. Setting a game in Normandy - amidst endless rolling fields - demands that grass not only be present, but play a somewhat active role in the gameplay - typically concealing you at close range when lying down. It also plays a large role in adding detail to large stretches of otherwise featureless landscape. As a result, we’ve tried to balance our grass to provide a photoreal look up close that is also appropriate concealment, while also billboarding it in a way that allows us to keep it present at longer distances (instead of culling it - as you’d do in games that don’t rely on longer range engagements).

At present, we’re currently working on creating much smoother blends between the different levels of detail of the grass. This will mean that you’ll notice far fewer shape changes the closer or further you walk from the grass, and that the final transition to the billboard (the version of the grass we use at very long range) will be much softer and less noticeable. We’re also performing some key optimisations to the way it’s rendered - including reducing triangle count to lower costs and increase visual bang for buck.

Next week, we’ll take you through the usage of smart materials when it comes to vehicles. We’re rolling this out with our new Russian vehicles first, and we think the results are pretty incredible when it comes to preserving detail right up close - at LESS expense than any time before.

Optimisation is ongoing and has greatly increased in the last several months. We want to assure you that it has huge priority within the team and we’re excited to show you the results.




Onwards to the weekend!

That wraps up this week's brief, thanks for checking it out!

Have a fantastic weekend everyone, we'll see you on the frontline.
May 28, 2021
Tainted Grail: Conquest - ard_berlin
Hey everyone!
Thank you SO MUCH for your support, trust, and for giving our game a chance!
We're soooo happy to see you all playing, writing about the game, and we really hope you enjoy it!

Today we have a hotfix for some of the outstanding issues you've been reporting so far!



Major Fixes
  • Fixed the bug which prevented you from continuing after winning a fight - staying stuck on the loot screen after the fight. Now the loot screen should properly let you drag the rewarded item and continue the game.
  • Dullahan boss fight should always properly end after defeating the Boss.
  • The Preacher shouldn't crash the game anymore.

Passive Skills
  • Natural Block should activate properly.
  • Fixed descriptions of some passive skills and masteries.

Items
  • Empty Bottle shouldn't be offered at the shops and as story rewards.
  • Unlocking Rare and Mythical runestone drop shouldn't reduce the drop of the common runestones.

Enemies
  • Undying Subject shouldn't lose its leash at the start of combat.
  • Lifeforces should properly count Hits.
  • Stalker enemy shouldn’t lose its intent after being Stunned.

Map
  • Ruined Home should be always enterable.
  • Windmill fight should be harder and gives no XP.

Quality of Life & UI fixes
  • Added Disable Screen Shakes option.
  • Fixed Ribbon at the postgame - It now shows 'defeat' if you lost the run, instead of always showing 'victory'.
  • Double-clicking items should no longer use 2 of them instead of 1.
  • Removed "Fast Move" from key bindings b/c there's no fast movement in the game.
  • WyrdCards are properly greying out now when they're not available.
  • Added description when unlocking a new class at the rewards screen (so that it actually says what you've unlocked)
  • Fixed some descriptions in village shops to properly display current upgrade values
Make Your Kingdom - BigGame
Hello Founders!

Make Your Kingdom is in its final stages of development. We've finished working on the core gameplay, visuals, and are now catching bugs, checking stability, and improving the interface.

That's why it's time to put a red date on the calendar - July 29, 2021!

On that day, the city-building low-poly simulator Make Your Kingdom will be available to players. At last you will build a settlement, make it a successful kingdom, protect it from the raids of orcs, make the settlers happy, survive the winter and become a true Founder.

So, July 29, your PC, you and Make Your Kingdom. See you soon!

Don't forget to join the Make Your Kingdom community on Discord to get exclusive development news before anyone else: https://discord.gg/RKwRyER
And subscribe to Twitter: https://twitter.com/make_kingdom
Cooking Simulator - tommy


In a little over 2 years our discord community has grown to almost 10k members. We figured it's time to introduce some changes to make this place more entertaining and to allow for better more transparent communication👩‍🍳👨‍🍳

Join us here:
discord.gg/bigcheesestudio
Batora: Lost Haven - Stormind Games


We couldn’t be more excited to announce that Batora: Lost Haven has been selected to be showcased at Indie Live Expo 2021 on June 5, at 11 am CEST!

Indie Live Expo is a global streaming event for the hottest indie gamers around the world, broadcasted in Japanese, Chinese, and English!

Save the date to make sure you don’t miss it!



https://store.steampowered.com/app/1506440?snr=2_9_100000_
May 28, 2021
Untamed Tactics - Milan Lefferts
Dev diary #3 - Patching things up


Hey everyone,

The last two weeks we’ve been making some big structural changes to get ready for a more patch-based and focused/thematic build release schedule. Let’s dive right in!

Mixing up the battles
We've added new win conditions to battle. Besides 'beat everyone to a pulp', we now have 'move to this tile to escape' and 'beat this specific fellow to a pulp'. We're planning on adding more win conditions later.

Expanding the world (map)
A new region is slowly coming to life! The Shattered Coast is now visible in the world map, and the first objects and tiles have been implemented. Since there is nothing to battle yet, we’ll keep you posted on when the full region is available in the game.

We've revamped the visuals and added a bunch of new elements to Stranglevine Ridge (the jungle region), such as Spike Traps that can damage characters and Bushes to hide in.



General structure and Patch 1
The rogue-lite structure of the core game is finally complete! We've set up procedural generation systems for questlines and map layouts, trying to find a good balance between hand-designed encounters and randomized elements.

The first release, called Patch 1, is what we will be working on in the coming weeks, and will focus on making a complete run of the game fun. This means we stop adding new systems for a bit, and focus on polishing the existing systems, as well as adding actual content to play.



Polish and bug fixes
One of the goals of Patch 1 is to make the game a better experience overall. This means squashing the many bugs that all the new systems have added, making animations more fluid and doing another UX/UI pass of all the menus and interactions. While too numerous to list, we've updated everything from ability sorting to tile highlight colors.

One big addition is that we've significantly improved performance in the Camp and basically every place with tiles. Seems SOMEONE (not me I swear) accidentally gave the basic cubes used for the tiles 14000 polygons instead of.. 6ish?



What’s next?
Next week we're finally giving the game a much-needed content boost, adding a large numbers of maps, encounters and dialogues! Furthermore, we’re adding a mid-run save systems and making a pass on improving the movement system with better pathfinding and *DRUMS* a movement line so you can see how your characters will travel (I’m a mindreader: “Milan every game should have that, why are you so late with implementing this”).

{LINK REMOVED}

~ Milan
Archmage Rises - LordYabo
  • Patrols were changing between encounters. They are now remembered and consistent
  • WillSama was right, his search rolls were always failing. At first we thought he was complaining about RNG, but sure enough there was some bad code making you fail. Good find!
  • Fixed: Overlapping enemies
  • Fixed: unequipping now re-equips fists again
  • Fixed: Trail rations
  • Fixed: Bleeding is no longer permanent
May 28, 2021
RECONNECT - The Heart of Darkness - RobotHeart Lab
Changelog
  • grower source light/energy balance rework
    • bottom accountant information now:
      expenses (left line) <- capital (number) <- revenues (right line)
    • solved critical investment-bug on zero energy
  • complete DA-Coin System rework
    • new coins added
    • added coin delay for better readability
    • added forced coins for important interactions
    • complete coin-texts rework
  • added six more Steam-Achievements
  • seeder menu/progress music update
  • stronger LightKnights (greater shooting range and damage)
  • Unity-Fog disabled and flares added
  • Benchmark posteffect grain added
  • Reconnection/Decision-Soundscape optimized
  • smoothed camera zoom Lowpass-filter frequency
  • transferred save-data into local user location
  • deinstallation process improved
  • added pause function on steamoverlay opening and controller disconnection
  • a lot of minor visual/game-play/calculation improvements and debugging
May 28, 2021
Warface: Clutch - e.gafurova


Friends!

It's been quite a while since all the games of our company got united under one umbrella brand, and now MY.GAMES is ready to throw a party to celebrate the anniversary that takes place on the 30th of May.

We have grown, developed and achieved a lot. We have released over 150 games with nearly a billion registered users, launched our own global gaming platform MY.GAMES Store, and got into the top three most successful European mobile game publishers. All this thanks to you, friends!

THANKS FOR STAYING WITH US AND SUPPORTING US!

Let's start celebrating this modest but very important occasion today! Join the activities dedicated to the MY.GAMES B-day, take part in contests in our social media and get nice gifts.

Anniversary Event

To mark the anniversary of the project, we have prepared a festive event for you. Everyone can join in! The conditions are simple: starting from 09:00 UTC (11:00 CEST) on May 28 and till 09:00 UTC (11:00 CEST) on June 1, win any PvP team-based mode in "Quick Play" or Ranked Matches or complete a PvE mission on Hard or any special operation (except for the Solo Mission) and get a memorable in-game charm with the MY.GAMES logo. The colourful item will become a great addition to your weapon charm collection or will lay the foundation for it.

B-day Event



As for collections, we could not ignore such an important element of the coat of arms as a stripe. Therefore, we have specially designed a unique achievement - a themed MY.GAMES stripe, which can be purchased in the in-game store for 100 Crowns.



The themed stripe and festive weapon charm will be available throughout the MY.GAMES anniversary celebration.

Increased Rates

On the B-day, it has already become a tradition for us to wish you achieve new gaming heights, and this time will not be an exception. But we will not limit ourselves to wishes alone. During the entire celebration period starting from 09:00 UTC (11:00 CEST) on May 28 and till 09:00 UTC (11:00 CEST) on June 1, you will enjoy increased server rates. And don't forget about Happy Hours that will yield you even more rewards.



Social Media

Apart from in-game activities, our holiday will be incomplete without contests and giveaways in social networks. And their plentiful assortment can suit every taste. Take part in each of them - you will definitely get lucky! Click on the name of the social network to learn more.

Twitter. Retweet to win. Retweet the contest post to win powerful weapons.

Facebook Screenshot contest. Share a screenshot of your favourite weapon for a chance to get cool rewards.

Reddit. Festive Giveaway. We’re hosting a giveaway on our official Subreddit. Don’t miss your chance to win a free permanent weapon!

Marketplace Discounts

On the occasion of the anniversary of MY.GAMES, we are launching a holiday crate sale for everyone who seeks to expand their arsenals with cool weapons. Starting from 09:00 UTC (11:00 CEST) on May 28 and till 09:00 UTC (11:00 CEST) on June 1, the Marketplace crates will be available at a 20% discount. Hurry up, it is a first come, first served offer!



Happy celebrations and see you in game!

Discuss on Facebook
Discuss on Discord
Necrosis - blkzeraa
NEW MAP

CONTAINER (REMAKE!)



NEW MAIN MENU!

New 2D Menu is out, more optimized for low-end PC'S.



NEW WEAPONS AND ANIMATIONS

- New Weapon: PMM (34)
- New Weapon animations: FAL and M40.
- New Weapon Fire sounds: FAL.


Balances:

- FAL Is now Auto.
- Recoil Balance of all rifles and SMG'S.
- Nerfed UZI Damage (from 32,5 to 31)
- Increased AS VAL Mag size (20 to 30)
- Remade the 50 GS Animations.


NEW GAMEMODE

Single Player is now on necrosis! We've added the training mode to the game, so you can test all weapons!

NEW RESOURCES

- New Glove Material.
- Bots now use attachments!


BUG FIXES

- Removed the accidental button that changes the player perspective from first person to third.
- Recoil Fix.
...