I Expect You To Die 2: The Spy and the Liar - Schell Games
Welcome back, Agents!
We hope you have enjoyed the training module so far and have taken time to look at what some of the other Agents in the field have discovered so you know what (or what not) to do on your missions.
HQ has authorized Agent A to broadcast to all of our Agents in the field for a highly-classified developer stream. You don’t want to miss this critical transmission. Your life could very well depend on it.
Steam Next Fest is almost over, but your training doesn’t have to end here. Head over to Discord to give us your feedback, and receive first intel on new orders from HQ.
Hi everyone!, I just found the bug that prevents unlocking higher difficulty in April puzzles, and nailed it!!! Now, you can enjoy the full difficulty!! Thanks for your patience
Developers will play their RATUZ game, showing the DEMO and answering questions in the chat. We will not be speaking into the microphone, so it will only be answered via chat/text.
We hope to receive some feedback, whether positive or negative so that we can improve the game.
We intend to create 4 ou 5 acts and we will improve our scenery, background and animations. The game will have different endings depending on some decisions you make.
Don't forget to follow us on our social media to follow the evolution and development of the game we should finish later this year or early next year!
About the game
Description:
After a science experiment gets out of control, you need to survive and escape this dark prison that hides weird secrets. The game is a cinematic platform of terror and stealth, inspired by INSIDE, Another World, Blackthorne and Heart of Darkness.
Features:
Immersing horror sci-fi story
Dark and tense atmosphere
Abominable creatures created in scientific experiments on humans.
Changes: - Added 'Owner' option when spawning a effect/projectile from MBScript to set the owner (used for tracking where damage came from) - Fixed using 'MoveTransform' with VR players - Fixed using HTC Vive Wands and not being able to open radial menu - Fixed Piston not being in right position when joining midgame. Piston now has a 'Current Height' that can be set - Fixed MBScript code not loading other clients when loading in a saved asset - Fixed MBScript dropdown jumping to top on highlighting a submenu - Fixed errors shown on loading into Suburbia voxel environments
The game is now running in the most recent GMS2 engine version 2.3
- Performance improvements in general, specially on older systems. - Significantly reduced storage needed (From 44.5mb to 13.4mb). - QoL improvements, including "disco ball" (character) movement.
Happy Thursday and welcome back to yet another Victoria 3 dev diary, this time on the subject of Goods! Goods are a core economic feature of Victoria 3, just as they were in previous Victoria games, and come in a wide variety of types. Also, as in previous Victoria games, the manufacturing of Goods (by Pops in Buildings) is how the vast majority of the wealth in Victoria 3 is created.
Fundamentally, a unit of Goods represent a quantity of a certain type of natural resource, manufactured good or intangible service and come attached with a price tag. This price varies both in base (a single unit of Tanks is pricier than a single unit of Fabric) and in actual market value, as the prices of Goods change depending on supply and demand.
A selection of goods that are bought and sold in the British Market.
There are four broad categories of Goods: Staple Goods, Luxury Goods, Industrial Goods and Military Goods. Of these, Staple/Luxury Goods are mainly consumed by Pops, and Industrial/Military Goods are mainly consumed by buildings, but there are no hard rules here - you will find Buildings using Luxury Goods and Pops purchasing Industrial Goods when and where it makes sense for them to do so.
Staple Goods are everyday goods that Pops need to live, such as food to eat, wood to heat their homes, and clothes to wear. Staple Goods tend to be purchased in vast quantities by poor and middle class pops, with richer pops generally eschewing them for luxury variants.
Grain - possibly the most Staple of all Staple Goods!
Luxury Goods are the things that Pops do not necessarily need but definitely want, such as fine foods, luxury drinks like Tea and Coffee, or fine clothes made from chinese silk. Luxuries tend to be more profitable to produce than Staple Goods, but depend on having a customer base with money - a poor factory worker isn’t going to be buying a whole lot of mahogany cabinets.
You can never have too many painted Ming vases, I always say.
Industrial Goods are goods such as Iron, Coal, Rubber and Lead whose main purpose is often to be converted into other, more profitable goods. Securing a steady supply of vital Industrial Goods is crucial to Industrialization and growing the GDP of your country.
Tools are essential to the operation of many industries.
Military Goods are goods such as Small Arms, Ammunition and Warships that are used by military buildings to arm and supply the armies and navies of the 19th century nations. The more technologically advanced the army or navy, the more complex (and expensive!) Military Goods they will need.
I’m told that soldiers tend to perform better if they’re given ammunition for their guns.
We’ll be returning to the topic of Goods in later dev diaries when discussing related mechanics such as Markets, Pop Needs, Goods Substitution and Cultural Obsessions... but for now, I bid you adieu for a while, as next week Mikael will provide you with a dev diary about something we’ve been teasing for some time now - Production Methods!
Just a quick update on the state of the physics rework. The major hurdles have been cleared and I'm expecting the update to be hitting the beta branch in less than a month. Below is a list of changes you can expect:
Points marked with an asterisk are still in development*
Completely remade the player movement system, allowing for sprinting and physics-based jumping/ climbing
Significant improvements to the interaction system. Grab positioning is much more reliable and problems with miss-aligned grab points have been fixed
Weapons now have a greater sense of weight and drag. An option will be available to choose between the new weighty weapon physics and the old "arcadey" snappy physics*
Improved hand physics
Player can now set own skin to any of the existing soldier skins
Removed movement speed variation based on hand height
Option to adjust grip angle*
Improved performance and increased max battle size*
Remade NPC physics to respond better to collisions and be less wobbly overall (Not shown in the video)*
Below is a video of some of the changes. I'm still tweaking the stab friction and weapon drag so the final handling of weapons will probably look pretty different on release.