City of Beats - Torched Hill
Hey all,

we've been pretty busy working in all your feedback from the last playtest plus adding a bunch of cool new stuff. Until next Monday you'll be able to download the latest game build and get grooving!

You can gain access directly from the game's store page, the green button will be hard to miss. If you were part of the previous playtest (wow you're still here, you're great), you should be able to just update & start the playtest from your Steam client. Don't forget to wishlist & follow the game if you wan't to stay up to date!

After playing, make sure to send us your feedback - either on the Steam forums or on our cool Discord server.

🎵 🎵 🎵 ENJOY🎵 🎵 🎵



Update Notes

What's new??!!
Our main focus was to improve the rhythmic feel of the combat. We know you got constantly owned by that sniper enemy because it was difficult to anticipate when they'd shoot. Now each special enemy has it's own part in the music track, so by listening to the music, you'll know when to dash and counter-attack!

Also, you can now have 2 mods at once! You'll get the first mod already after the first encounter, and another after the mini-boss. They can be mixed to create cool synergy effects!

Here's some more:
  • 8 new upgrades, 3 new boons
  • your game progress/status is now displayed in the Steam friends list
  • optional (!) metrics tracking to help us improve balancing & also optional sending of bug reports on crash (let's hope it doesn't come to this)

What's improved??!!
You felt that the power attack was rather weak, so we did some tweaking here. It no longer cancels your standard attack, so it's easier to add to the existing shooting flow. Also, some of the new upgrades/boons create new ways to play the power attack!

We've improved some of the enemies. The laser guy now has a permanent front-shield and you'll have to dash behind them while they're busy shooting their laser and shoot them in the back. The moving mines show a red danger circle while spawning to prevent them from just dropping on your head.

Some of you had issues knowing when the weapon's about to overheat, so now the player, weapon and your projectiles turn red when that's the case.

We did way more improvements but I'm sure you'd rather want to play right now instead of reading endless lists of bugfixes and improvements, so here's a couple ones:
  • improved laser beam visuals
  • the aura is now called "supercharge" and the gamepad button binding was swapped with the power attack (so you can easily hold both attack buttons at the same time)
  • the expedition is now canceled if you alt-f4 out of an encounter (it no longer resets you back to the start of that encounter)
  • lots of balancing changes (including enemy HP, weapon damage, upgrades, ...)
  • some UI elements like tutorial hints and damage numbers are now more visible
  • looooots of bugfixes, including everything that you guys reported during the last playtest
Dixotomia - Bond
Yeah, it's happened!
Dear friends, today we, the Cyber Heads studio, are launching the Steam page for our game "Dixotomia".
Now we are preparing to release a demo version, which everyone can try absolutely for free!
This is the first VR shooter in a sci-fi setting about the war to the last breath between humans and vampires in the technological world of the future!
Now it is you to decide how our history will turn out.
And may the victory come with the strongest!

In our game, you can choose for yourself:
- the storyline, you can either play for the people or for the vampire's tribe
- method of movement (teleport or controllers)

But beware Your opponent is equipped with the most advanced artificial intelligence, so it will be hot!

And the military arsenal will constantly be updated with newest collections of weapons, so stay with us.

We also have prepared a trailer for you, click on the link below to check it out on our Youtube channel!

https://www.youtube.com/watch?v=fp3U_EHn-R8&t=2

Add our game to your favorites so that you don't miss the release of the game in an early access, so that you can also keep updated with the development process!

With respect,
Your team
Cyber Heads
Voxelia Defenders - Eugenio
Finally! Localization system for the game has arrived!

Now a player will be able to select a language for the game, including menus, dialogues and description.

Considering the game is heavily-driven by dialogues, it was CRITICALLY important to add localization to the game. And the next step is to translate everything to dozen of languages ːsteamhappyː
Jun 3, 2021
The Repopulation - Odwerki

Good morning community! June is here, and so is our monthly update. Today’s update will cover both May and June. These last two months have been quite busy and have gone by way too fast. We have a lot of information to share with you, especially since we have begun this next sprint.


This month's article update focuses on three areas. The best part is, the players will be able to see and interact/test some of these upcoming changes in the near future. We will keep you, the players informed of the progress and updates as we get closer to the Game Update.


This update article will be covering the following topics.

  • New/Revamped Furniture models and art replacement
  • New game GUI replacement
  • Animation cleanup
  • Item System revamp progress update
  • There’s a lot to cover regarding these upcoming features, so let’s dive in!



ON-BOARDING AND WELCOME!
We recently welcomed two team members on board. We would like to give a warm welcome to the two as they join the Repop team and help us move forward.

Bennett, who is a Senior Technical Artist, will be focusing on animations and the technical side of Player and Non-Player characters. We would like to welcome him back and joining the Repop team! Bennet has over 7 years of experience working with HeroEngine, HeroCloud, and HE support.

Kenn, is a junior programmer, who will be focusing on GUI creation and support scripts. Kenn has over 5 years of experience with HeroEngine and HeroCloud as well as creating support How-To videos and walkthroughs. Kenn has worked on four different HeroCloud projects in the past.




FURNITURE ART UPDATE!
This past quarter the art team has focused on recreating and updating the current default/common furniture that resides in the game. This does not include specialty furniture found or used in housing. However, all art that has been recreated will eventually be made available to the players to purchase or craft themselves.



We have recreated over 1100 pieces of furniture that we found throughout the game. This includes 340+ default and the remaining being variations of each to fit different environments and locations.

  • Number of assets to be replaced: 338
  • Number of new assets created: 726
  • Total furniture assets: 1100
  • Number of textures changed/replaced: 800
  • Total textures now used: 4


Some new pieces that we have created and will be added to the game include some basic and default appliances which include sinks, stoves, refrigerators, and counters. Hint: These may be used by the players at a later time as we complete additional systems in the future.

We have also created some nice variences of the new furniture as mentioned above that will enhance areas and give players more options in terms of crafting and decorating.


One of the reasons we reduced the volume of textures is due to both the overhead and multiple issues some of the art has: eg: Glowing beds. Many of the old/current art has multiple materials/textures to them, which increases the draw count by x3 for each material. A good example of this would be one of the office desks. This had 4 textures for the base and one additional to equal 5 for the glow map.


For the most part, each asset was created on its own or at least exported into its own raw file (max, maya, blender) then exported separately with its own unique set of materials.


The new furniture that will be replacing these are done in a single raw file (max) and utilizes only three textures, plus one for glass, totaling 4 textures used throughout the file and across 1100 furniture assets.


After our tests are complete, we will start replacing all of the furniture on the Island. This will be your first experience to see what is to come with the World Revamp in the future.

Below is a small sample of the new furniture that has been imported into the game from the single Max file.




OH BOY, GUI!
Over the last three years, we have taken a good look at the GUI in-depth and have heard feedback from the players. Talking with players in-game and in Discord has given us a great understanding of what you, as players would like to see in your game interface.


OPTIMIZATIONS:
This was number one. Currently, there are a lot of individual texture files. We are reducing these down greatly, which will help with the load and render times. We are also reducing the 2048’s and 4096’s to 1024 for all common use textures.

Current:

  • GUI Textures: ~167+
  • Icon Textures: ~102+
  • Cursor Textures: ~30
New GUI:

  • GUI TExtures: 2
  • Icon Textures: TBD (Estimated: 12-24)
  • Cursor Textures: 1-8 (Depending on testing)

MODULARITY:
The first issue we saw right away was the lack of customization of the GUI windows and panels. Many times we saw unmovable panels draw behind others that were open. This forced the player to either close out a window or guess what the window behind another was.

Our first task was then to break up the functionality between windows and panels and create a layout that will allow players to move any aspect of the Games UI wherever they like to fit their needs and play style. Having a fully modular GUI was and is our number one goal.



FUNCTIONALITY AND EASE OF USE:
Functionality was the second issue we saw. Quite often you have to open multiple windows or panels to find what you are looking for. Below are a few examples of what you can expect to see with the new GUI’s focus on Ease-of-life functionality.

Our focus is 1) functionality, 2) modularity, 3) Ease of use, 4) customization and 5) Styles.

We have broken down the elements of the current Game’s interface and through a redesign, should be able to tackle the bugs as well as optimizing and modernizing the interface to fit this game's style and scope. Taking our past experience creating different GUI’s and UX’s we really hope you will enjoy what is to come. Here are a few examples of areas that we have attempted to improve upon with both the style and functionality, while still keeping to the same theme and spirit of The Repopulation.



Character Select: The first thing we have done is the Character Select. As a player, it is a pain at times to have to click through all the characters just to find out who is where. This will change.

The default location of the Character Select will remain the same, however, you will now see all of your basic information for each character without having to click through all of them to find the one you were looking for.

Information that will be included for an "At-a-glance" feature are 1) Character name, 2) Nation Allegiance, 3) Profession Title (if the player chooses one), and 4) Location. We hope you alt-iholics enjoy this.



Group Window: The second will be the group window and panels. Currently, you see only a name and a health bar, yet it is difficult to see or read in certain environments.

The new Group window will have a matching UI style that is minimal yet provides information that will help you keep an eye on your team, or at least see who has joined it.

We wanted a simple window that is easy to see as well as one that would show all the information you would need during any type of gameplay.

This window will be positional as well. The default will be in the upper left-hand side, however, as with all other aspects of the new UI coming, you will be able to position it where ever you like through the new GUI settings.



The PDA- main Character Window: This has been an area of some discussion internally and with players. The current version has some of the basic information, but no real direction to what tab does what or where you can open your additional windows. That is, without using the bottom right corner small icons or hotkeys. Some of those also require you to open additional windows or panels to get where you want.

We wanted to create an easy to use but with consistency in functionality for the players. So all windows will be accessible via the main Character Window, an optional Mini Hot bar, and (customizable) hotkeys.

There will be added functionality and features to this main PDA window as we progress through development and into Beta. Each tab on the top will give you all of your basic info without the need to open a separate window across your screen. However, we also will be providing stand alone windows as well for those that like to see side by side information.



Esc/Main Menu Panel: We have found several ways to optimize the layout that is more intuitive with better access to the functionality you are looking for. Combining several of the “buttons” that are in the same group of functionality will help reduce the clicking and searching (such as the FPS meter). We are also creating this window to fit more with the PDA style of the Main Character window. You will be able to access your video settings and GUI settings in the same session without the need to hit ESC again and click around. The initial Menu will be PDA in style and allow you to close out this Menu when you are finished and ready.


OPTIONAL LAYOUTS:
Allowing players to create their own layout and save those to the player node and not the account node will allow players to create multiple layouts and save them. This also means they can load a saved layout as well. This is especially good for players that have multiple characters or play a single character across multiple wards but hate resetting their hotbars and layout. An example would be a single character that has a Crafting layout, PvE Layout, Harvesting Layout and PvP Layout. As testing progresses and we get the new GUI where you all like, we will continue to add and update this functionality.


STYLE:
Finding a unique style yet still fit the game's theme without going too far away from the original was a bit tricky. We had created several “styles” as tests, and thanks to all the feedback from players in discord and on the QA team, we were able to find that style that fits. We plan on more updates later on to finalize and clean it up as we progress throughout Alpha, Beta and even into release.


ANIMATION CLEANUP!
We have started the audit on the animation system for PC’s and NPC’s. Currently, there are a lot of the same animations, only duplicated in multiple directories. We are working on cleaning these up and creating smaller groups of animations as well as removing the duplicates. This will bring the load times down and we hope it will help improve performance enough to make the game more playable for all players, especially when crossing an area or looking towards a city or populated area.

We are looking at ~1,600+ animations that span across just two directories. A snippet of these are:

Directory: ..\Character\dynamic_2\repopfemale
  • RepopFemale Animation groups: 4
  • RepopFemale Animations: 834
  • RepopFemale Skeletons: 7
Directory: ..\dynamic_2\repopmale1\animations
  • RepopMale1 Animation groups: 4 (Duplicate of female’s)
  • RepopMale1 Animations: 742
  • RepopMale1 Skeletons: 4


We are currently identifying those that are copies of the same animation but in the different directories. This will allow us to remove the duplicates and re-target to use only one of each. In turn, will reduce the initial load time.

Once we are able to do this we will be creating “groups” of animations that will preload and cache. Doing this next step means that the loading of animations will be done in the background while you play the game and will be ready when you cross an area line or face a populated space in the game.

For more technical information how HeroEngine handles this you can view this page here: http://hewiki.heroengine.com/wiki/.aas and here: http://hewiki.heroengine.com/wiki/Character_Animations

Once we can get the number of animations down to a reasonable count and improve performance, we will be looking at having optional animation types for players to choose from for their characters. We hope role players will especially like this. This work will begin once we have pushed the update and made any additional adjustments and improvements required. We may miss a few animations, or choose not to use some due to rig/bone issues.

At a later time, after the Item system is done and we are ready for the Character Revamp, we will begin focusing on any missing animations as well as additional to help bring the world a bit more life.



THE ITEM SYSTEM IS COMING!
Work is progressing on developing the Item System GUI (development GUI, not game GUI). The basic server and client classes exist but the numerous decorators (http://hewiki.heroengine.com/wiki/Decorator_class) needed for various item types have not been created yet. Getting this new system up and running to the point where new items can be created will take some time but it is progressing.

THE REASON:
The current item “system” is fairly fragmented and has multiple ways, almost systems, that handle different types of items. We have been able to see how and where different people worked on different parts of the game from programmers to scripters. However, as messy as the current Item System(s) is, it has given us a lot of information and a base to work with and how to redesign in a more efficient way.

We wanted to create a new and unified system that would allow faster item creation for the developers and world builders, as well as a more optimized system for the players in the game. Having a more optimized system that utilizes the optimization features built into HeroEngine, we can improve the overhead and in turn improve the performance for the player.

Three additional benefits to the new item system is that we will be able to 1) quickly create new items, 2) add or update items to merchants, or 3) even be able to gift an item to players when we like. This new process will take minutes per item instead of hours.


THE DESIGN:
The design process has been fun yet challenging. Trying to figure out the best methodology to the rebuilding process and affect the players in the least negative way has been of great discussion within our team and with you the players. Thanks to much input from all sides, we have the best way to build in parallel to the current, push that to test then when all works out well we will push to live.

We wanted a simple, to the point design that would build on top of each other, using as much new code as possible to keep the system optimized. In doing so, we have worked out a hierarchy for all possible items we could possibly think of; ones that are in-game now and what we will be adding later in the future.

We will start with Classification. This is the top level for the item groups. Below that we will have a subclass, type then the item itself. Here is a simple flow chart showing what it would look like for character gear:



In addition to building the system itself, we are also creating a new UX for developers. This tool will link the primary system and all sub and adjoining systems together for the developers and world builders, allowing them to create new items in 30 minutes down to a few minutes depending on how complex the item will be.

The new UX will include all aspects of creating an item. Using the glom feature in HeroEngine, we can add new functionality as the new systems are built. Once an item is completed and saved, the compiler will only include the information that was filled out, and not include any of the non-used, non-relevant fields.

This will mean that simple items like inventory quest items will have almost 0 overhead and a fully filled out item, like a weapon, will still be optimized by glomming on the field data instead of creating a whole new spec.


THE PROCESS:
Once we have the core functionality built and attached to the developer’s UX tool, we will begin recreating the most basic items that players currently have and use. Throughout this process, we will compile a list of those items, as well as getting feedback from everyone (Players and QA testers) to figure out what we might have missed.

The order of development:

  1. Base Item system design: (Complete)
  2. Item System core/foundation: (Complete)
  3. UX creation: (In Process)
  4. Item Architecture creation: (In Process)
  5. Item systems-> UX connections: TBA
  6. Recreation of base game items and gear: TBA
  7. Item System updates to features and functionality: TBA


The two steps that will take the longest are steps 5 and 6. As we begin step 6 (Item re-Creation) QA will begin testing these and continue to test as we add more. While the recreation is being done, Ron will continue to work on the more advanced functionality.



THE CHALLENGES:
The largest challenge was trying to figure out how we could dynamically convert the items over to the new system. However, due to so many hardcoded scripts for items, having so many different ways items are created to how they are handled; we decided to forgo the added time spent as we had learned from the Container system. Each new item would have to be converted over from the old to the new, and that means creating a new conversion script for each type we find that did not work/convert over.

The second challenge is more technical and takes a lot more time. Consolidating all currently used items in the game from those that have been disabled, no longer in use or not required any longer. The spec oracle has recorded over 5031 items in the game currently and results into over a dozen and a half “types” and methods used to create said items. This count does not include furniture and other miscellaneous items.


THE FIRST ITERATION:
Due to the challenges we have faced, we have decided on the mini wipe we spoke of over the last year. The Merchant NPC’s will be present and open for a limited time for current players to be able to pick up their gear and items again. The length of time these merchants will remain on live depends on testing and the amount of time needed to replace the current items in-use in-game.

Each Classification of items will have their own NPC’s. Players will be able to more easily find the items they are looking for based on the NPC merchant's name.

When we release the first iteration of the new Item System, almost everything will be back down to the basics. This means that we will have a mini wipe for all items in the game. This will allow you, the players, to test all new items by receiving them through various means.

As we near completion of this first phase of the new Item System we will give you an estimate of when this will be pushed to Live. We will continue to keep you updated.

We look forward to reaching new stages of testing. These new stages will give us multiple opportunities to interact with the community, and gain valuable feedback. As always the feedback and suggestions we gather from you the player is extremely important to our development process. Our goal is to create a game, and environment that the community enjoys and thrives in. We look forward to hearing your thoughts. So please join us on our main forum, and on our Discord channel.

READ THE FULL ARTICLE HERE

CLICK HERE TO JOIN IN THE CONVERSATION AND COMMENT ON THE FORUMS!
Black Skylands: Origins - An'Ti-Shyr


Hello, captains!

As recently as last week, we announced that Black Skylands was going to be released on June 11. This news was met with excitement and approval by our community. Today we at Hungry Couch Games would like to share with you an update regarding the launch of our project.

After officially announcing the day on which the early access phase would start, we faced a number of unexpected challenges which made us reconsider our plans of shipping the game on the aforementioned date. A decision has been made to slightly delay the release of Black Skylands.

This decision, of course, wasn’t an easy one to make, especially considering the fact that the delay would be announced at such short notice. However, we believe this is an absolutely necessary measure for two major reasons:

  1. We want you to experience the best possible version of Black Skylands when it enters early access. We need to address a couple of issues in order to achieve that;
  2. Our team wants to be satisfied with the product we are offering to our player base. Unless we are, it means that all the work we have done has been in vain.
Whether your reaction to this announcement is frustration or approval, we fully understand it. We promise you that the delay is going to be very brief and a new release date will be announced soon. Until then, we will be doing our absolute best to improve the game as much as possible.


Yours truly,

Folks at




P.S. We promise not to crunch!

• • •

Join the community:

Discord
Reddit
Twitter
Facebook
Instagram
Black Skylands Playtest - An'Ti-Shyr


Hello, captains!

As recently as last week, we announced that Black Skylands was going to be released on June 11. This news was met with excitement and approval by our community. Today we at Hungry Couch Games would like to share with you an update regarding the launch of our project.

After officially announcing the day on which the early access phase would start, we faced a number of unexpected challenges which made us reconsider our plans of shipping the game on the aforementioned date. A decision has been made to slightly delay the release of Black Skylands.

This decision, of course, wasn’t an easy one to make, especially considering the fact that the delay would be announced at such short notice. However, we believe this is an absolutely necessary measure for two major reasons:

  1. We want you to experience the best possible version of Black Skylands when it enters early access. We need to address a couple of issues in order to achieve that;
  2. Our team wants to be satisfied with the product we are offering to our player base. Unless we are, it means that all the work we have done has been in vain.
Whether your reaction to this announcement is frustration or approval, we fully understand it. We promise you that the delay is going to be very brief and a new release date will be announced soon. Until then, we will be doing our absolute best to improve the game as much as possible.


Yours truly,

Folks at




P.S. We promise not to crunch!

• • •

Join the community:

Discord
Reddit
Twitter
Facebook
Instagram
Train Simulator Classic 2024 - DTGJamie


Explore the iconic Devonian countryside, from rolling hills to famous sea walls, with Just Trains’ sprawling South Devon Main Line for Train Simulator.

https://store.steampowered.com/app/1560934/Train_Simulator_South_Devon_Main_Line_Highbridge_and_Burnham__Plymouth_Route_AddOn/
The historic Great Western route, linking London to the West Country dates back to the 1800s, and rails were laid between Exeter and Plymouth between 1846 and 1849. Like many other routes of the region, it was built to 7ft broad gauge specifications, although this would only last until 1892, when standard gauge was installed in its place. Then in 1906, a more direct line to London was opened, bypassing Bristol in favour of a path to Taunton.


Following a history of romantic steam, hydraulic diesels and roaring Valentas, the route found itself operated by First Great Western, with a dash of dynamic blue racing through the Devon hills. Just Trains’ Devon Main Line is set around 2013, and features approximately 100 miles of route to discover.





South Devon Main Line Out Now!
Artillery Royale - jrmgx
Artillery Royale is on Kickstarter!

After gathering all the feedbacks from the first players, I found out that something was missing in the game: ambition!
So I reworked the gameplay and came up with something new.

At first Artillery Royale was only a revamped artillery game with updated design and chess based theme.

That was my error!

Now the default game mode will be "Capture the King": something you never saw anywhere else, it is still a true artillery game but with a twist.
And also coming up with a second mode called "Magic ball" where you will experience a mix between an artillery game and a football game.

All is fixed now: ambition is here, coming with excitement and plenty of fun time too!
Artillery Royale only needs your support to make it to the last stage!

https://www.kickstarter.com/projects/jrmgx/artillery-royale



and as usual in this update plenty of small bugs fixes and improvements
Black Skylands - An'Ti-Shyr


Hello, captains!

As recently as last week, we announced that Black Skylands was going to be released on June 11. This news was met with excitement and approval by our community. Today we at Hungry Couch Games would like to share with you an update regarding the launch of our project.

After officially announcing the day on which the early access phase would start, we faced a number of unexpected challenges which made us reconsider our plans of shipping the game on the aforementioned date. A decision has been made to slightly delay the release of Black Skylands.

This decision, of course, wasn’t an easy one to make, especially considering the fact that the delay would be announced at such short notice. However, we believe this is an absolutely necessary measure for two major reasons:

  1. We want you to experience the best possible version of Black Skylands when it enters early access. We need to address a couple of issues in order to achieve that;
  2. Our team wants to be satisfied with the product we are offering to our player base. Unless we are, it means that all the work we have done has been in vain.
Whether your reaction to this announcement is frustration or approval, we fully understand it. We promise you that the delay is going to be very brief and a new release date will be announced soon. Until then, we will be doing our absolute best to improve the game as much as possible.


Yours truly,

Folks at




P.S. We promise not to crunch!

• • •

Join the community:

Discord
Reddit
Twitter
Facebook
Instagram
Ninja Simulator - EmCe_ldz

Welcome to the next devlog devoted to the production of Ninja Simulator!

At the outset, we would like to inform you that the release of the demo will be delayed for reasons beyond our control. The problem is related to the move of our programmer for which we apologize in advance.

We already have a very large base of mechanics in the game. Our fighter learned a lot of new attacks, new types of melee weapons and new stealth kills (There is a lot of it)!


The main game map is also in the advanced stage of development. We already have the distribution of districts, and most of the models (it looks insane!).
The game's climate is dark and dirty. We are convinced that every player who likes ninja atmosphere will find it here without any problems.

I would like to point out that when we deal with the technical problems, you will also receive the first full-fledged gameplay from the first ninja training. Thank you for your patience and trust. Osu!

Finally, a small piece of what awaits you in our demo:






Remember to visit our discord server, there you will get access to exclusive materials from the game's production!


We would appreciate if you add Ninja Simulator to your wish list!


https://store.steampowered.com/app/1323140/Ninja_Simulator/

Osu!
Ninja Simulator Team

Facebook - https://www.facebook.com/fRockGame
Twitter - https://twitter.com/tRockGame
Instagram - https://www.instagram.com/rockgame_rock/
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Youtube - https://www.youtube.com/c/RockGameSA
...