We are glad to announce the improvement of 'Fight Mechanics'. Different animations added to the game and ready for our players to enjoy. We are still working on a better experience on fights so improvements will never end!
Added a Rage Point System. Players will earn Rage Points on taking a hit or landing a hit. Rage Points will allow players use Defend System.
'Dash' feature also added to game so players can dodge the attacks during combat. Dash ability comes with your powerful attack so you will be still attacking your enemy while you dodge. Be careful to not get hit while you try to dodge though!
We got a lot of complains about the costumes are not clear to understand teams. So we added an image on a player name to show the team of player. Also the player names are colored by their teams.
We realized that eating dinner while watching a football game is impossible. From now on the 'Spectator Camera' can lock on to ball and follows the target nonstop. You can use the 'Lock on Target' feature on Football mode to achieve this mode. Bon Appétit!
'Defence System' added so players will be able to defend themselves. Defence button(F) will provide 0,5 seconds of protection and if the timing is right, enemy will be knocked down. Cost of defence is 20 Rage Points. Also on a successful defence, defender will get 20 stamina to counter attack with dash.
We wanted players to react fast on different situations so Ability Indicators added to HUD. Now players can see the available actions without calculating bars.
If you miss an attack, your enemy will dodge itself and will have a chance to counter-attack. You won't be able to attack during dodge.
This is just the tiny part of what we are working on... Stay tuned for the updates!
As I was about to release Don Flatus: Poop Hunter back in November 2020, the programming language used to make the game had a massive update. It caused all sorts of glitches, crashes and problems so I have been using an outdated version of the language since the games release.....
Until now!
All the issues caused by the language update have been dealt with (I hope!). So this version should be exactly the same as 1.0.214 (still hoping!)
If you are seeing anything that is different or are getting any bugs, please get in touch
Thanks for your time, Scott A. Cooke Creator of Don Flatus: Poop Hunter
Hello fellow Geldians! We hope y’all have been having a great start to your summer and are staying safe. It’s yours truly, Tanya, here to give you the low down of what the team has been up to throughout the month of June!
As previously mentioned in the last development update, we have decided to hold a production Kickstarter in the upcoming future. The team has been busy with our publisher planning all the details and coming up with some really cool rewards for each tier. We are super excited for this and cannot wait to share more information on that. It would mean so much to us if you could follow us on Kickstarter. By doing so, you will be first to know once we launch! You can follow our Kickstarter page here: https://www.kickstarter.com/projects/pocketllama/toasty-ashes-of-dusk
Same as last time, I will break up the update into 4 main categories: Art/Assets, Programming, Narrative/Concept, and General.
Art / Assets Brian has been bustin’ out all the moves in the month of June with tackling some more exciting assets, and has moved into the realm of animation. Ivy, like always, has been working that brain stuff to whip up all different types of concept art. Some of the things worked on by these two are below:
Hammer (key item) action animations
Began animating the Phantern (key item)
Menu asset creation
Further dungeon designs
Creating new NPCs and getting their concept art down
Programming Faulty has been focusing on some technical details that have proved to be quite the challenge for him. But like normal, he has been thinking outside of the box to come up with those solutions. Our composer, Seii, is also now a part of our programming team! She has finished her schooling and is jumping in to assist Faulty with the many tasks ahead. We are super excited to have her join this side of development and cannot wait to see what she whips up! Here is a break down of what they have been working on in the month of June:
Improvements to the workflow of creating levels with the GMS2 room editor The workflow will now look roughly like the below: 1. Select which template to use (Overworld, dungeons, interior house... etc) 2. Create a child room of that template 3. Select what tiles to use 4. Place the tiles and objects in the room
Marshmallow health pickup (healing)
Began working on the many key item pickups
Working out the pause menu animations
Improvements to the depth sorting system
Narrative / Concept The directors have been having weekly brainstorming sessions to work out those important game details. There are many things that go into the making of concepts, and the points listed below have quite an extensive list of details to go through. June brainstorms include:
Brainstorming more dungeon details and ideas
How to work in the key item mechanics
General / Community With the revamps to all our social media platforms, we are brainstorming new ideas and jumping onto more exciting things! We have been staying consistent with the following:
Our June Pride issue of the The Geldian Gazette was sent out to our awesome mailing list friends! If you would like to join our mailing list, just click here
Social media channels have been having daily posts (with some exceptions of course), with new content and behind the scene sneak peeks
Our new and improved game trailer was released at the beginning of June, if you have not seen it yet, you can check it out on our steam page, right at the top
This pretty much sums up the main things the team has been busy working on throughout the month of June! We continue to be blown away by our community, y’all motivate us in pushing through the hard times so that we can all celebrate the outcomes together. Thank you for being a part of this community and constantly giving us your love and support, it means the world to us!
Hello everyone! I’ve decided to start the devlog to share my ideas and plans about Godless. In this post I’m going to explain how the game works and what it is about.
Cycled Extinction
In Godless you play as the last god of a fantasy world where other gods were defeated by mortals. Now, after years of magical hibernation, you are awaken and craving for revenge.
Godless is a turn-based strategy with rogue-like elements, which means the game is match-based. Each match you have the only goal — destroy all continents on the planet. The destruction is a turn-based battle where you have to defeat all mortal heroes in order to win and protect the shrine, source of your power. Once the shrine is destroyed you will lose and have to start over from the first continent (thanks to time magic).
Battle structure is quite simple. Before the battle you pick an artifact, which grants you a few skills transforming landscape, summoning creatures and doing many other things. In the battle you use one skill each turn, then watch the world reacting to your actions.
Getting A Good Feel For Divinity
The genre of Godless is about stats, numbers and carefully considered decisions. I love all of these, but numbers/stats stuff doesn’t really support the idea of being a god of a fantasy world. But I wanted players to say they play as a powerful being watching from above by gameplay mechanics. Then, I came up with the idea how to combine the «game about stats» with the «game about being a fantasy god». The idea was indirect control over units.
To put it simple, in battles you cannot control units directly and they act on their own. However, it doesn’t mean you cannot control them completely. You can affect their behavior by setting up environment around them. Create a volcano near that enemy knight and he will have to avoid the obstacle spending a few extra turns on it. Or burn down a forest with a fiery tornado so the enemy mage won’t consume energy from it. In other words, you set up an advantageous environment for allies and disadvantageous for enemies without pointing each single unit what to do. You are not a puppeteer but a god, after all.
Thank you for reading! Stay tuned for more info about the game in the upcoming articles :)
- A small content update, expanding the Arena fights is planned for mid-August - Higher res sprites! - A few minor gameplay tweaks - PCVR slightly delayed, will be launched at the same time.
By popular demand, two epic new characters have just been added to 100% Orange Juice - Lone Rider and Merchant, the two stage 3 bosses from 'Flying Red Barrel' are now here!
Owners of the Railway Runners Pack also unlock the new field "Lonely Railway" for free in-game.
100% Orange Juice is now also -75% off during the Steam Summer sale for another couple of days!
Lone Rider
The charismatic man from 'Flying Red Barrel' on an endless journey is voiced by Terashima Junta, whose major roles include Fujimura Mamoru in "Tsukipro the Animation" and Ichijou Shin in "King of Prism"!
+0/+1/-1, 5 HP, REC 5. If your Move roll result is 6 or higher, gain +1 ATK and +2 EVD until the start of your next turn.
Hyper (Boost): Upshift Level 2, Cost: 5 + 5x existing stack of Upshift. Stock Effect (2). Gain +1 MOV. This effect can be stacked (max 6). If you end your turn without moving to the end of your final move roll, lose a stack of Upshift.
Merchant
The cunning salesman from 'Flying Red Barrel' who delivers what he wants, where he wants, is voiced by Yamanaka Masahiro, who delivers a voice you won't soon forget!
+0/+0/+0, 5 HP, REC 6 Can hold 4 cards. Gain a Freight card when stopping on another player's Home panel.
Hyper (Boost): Zealous Salesman Level 1, Cost: 0 Gain Freight cards equal to your level. With Freight cards in your hand, this card can be played as a Battle card: During this battle, gain +1 ATK for every Freight card in your hand.
Freight (Battle) Level 1, Cost: 0 If the opponent has not played a Battle card, give them this card and cancel the battle. May only be used by the defender. When stopping on your Home panel, discard this card and gain 5 Stars.
The new characters are designed by Orange_Juice's original staff for the game's English Steam release, with character art by Hono and hyper card art by Junpyon.
Improved Kick
The in-lobby kick option has been expanded to now allow the host to kick players regardless of their ready status. Kicked players will be unable to rejoin as long as the host stays in the lobby.
Dev note: this has been something we've been hesitant to do as there's potential for abuse in it as well, but recently we've received reports of repeated disruptive behavior by certain players in public lobbies, and felt we needed to make this tool available for players to protect their lobbies from it. We'll be monitoring the developments and how the feature ends up used.
Other Changes
Added character unlock popups that now introduce newly acquired characters.
Fixed an issue that allowed players to pick up shrooms when they were KO'd in battle on a shroom panel.
Minor text fixes.
Fixed a text overlapping issue happening in a specific resolution for the card Forced Revival.
Please be aware that from 8:00 CEST on July 6 (11:00 pm PDT 7/05), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 5 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
Nefasto's Misadventure: Meeting Noeroze - Yeppoh Games
A new update of Nefasto's Misadventure: Meeting Noeroze is ready for you! New quests, cutscenes and routes are added, bosses are more balanced, and with all that many fixes and polish. You are now ready to help our hero escape this dreadful computer!
Season VIII: Dynasty is just around the corner, but if you can’t wait to hit the battlefield on July 8, join us for an early preview event showcasing this China-inspired season!
On July 6 from 18:00 CEST / 10:00 PDT, tune in to the official Conqueror’s Blade Twitch channel for a look at all the latest content from Season VIII, including the Pike weapon class, new units like the Cudgel Monks, Greyhair Garrison, and Modao Battalion, the Longting region and its capital Hao Jing, new Battle Pass rewards, and so much more.
After the official stream is over, you can join your favourite Conqueror’s Blade content creators as they take a deeper dive into the world of Season VIII. Be sure to follow some of the channels below to receive notifications when they go live!
- In the game mode selection window, lobby hosts can now allow players to propose own words for the round
- Available public lobbies per language are now displayed - Added a thin brush - Hosts can now enable to share the word lists they have so that party members can check them out - By pressing "TAB", you can now see who is in the game and look at their steam profiles - When a round is re-initialised after a disconnect, your drawing will be restored if the word you have to draw is not changed - Improved default spanish word list
- Brush Selector now correctly colors with color chosen - Fixed a bug that occasionally prevented uploading workshop items - Fixed a bug that caused turn count to not be adjusted when players disconnected - Fixed a bug where lobby did not start with a low player count when a player disconnected, and immediately reconnected