Tank Squad - [DeGenerals]Goozy


Dear Tankers,

Welcome to our 11th Development Status. Here is progress we've made in the last two weeks.

Panzerfaust
Our new 3D artist has created a model of a german anti-tank weapon - Panzerfaust.



Anti Tank weapons animations

Together with the new Panzerfaust model, we are preparing animations of infantry using our new toy and soviet PTRD. See the moves on the animations below!




Level Design

In the past two weeks, we continued to work on the prototype level which we have been testing regularly. Basing ourselves on the "Tigers in the mud" book by Otto Carius, we've increased the historical accuracy of our level. We've added more mud in certain areas and roads, where a tank can get stuck. In such a case player will have to cooperate with other players to get it back on solid ground. As described in the book, mud was a big problem for tanks and heavy vehicles on Eastern Front. Also, we've made some of the roads through forests more narrow. We have changed the placement of enemy tanks on the prototype level. Now you can expect to see enemy tanks in platoons and formations.

We have added more terrain bumps and deformations. One of our goals in level design is to achieve a balance between short, medium, and long-distance battles. Interestingly enough, soviet steps were not only empty and flat but also had waves like bumps or even cliffs.

We are working on enemy infantry ambushes in forests. We have been showing you in previous development statuses our ideas for tank traps. Now you can expect infantry appearing behind bushes and rocks throwing explosives at us, blinding us with smoke grenades, immobilizing our tanks, or not allowing us to get out of a hatch for a second. Such ambushes will require good cooperation between players to go through them without greater damage.

Flamable buildings

We created a type of building that can catch fire as a result of taking damage. In the building, there may be enemy infantry spawned. Soviet soldiers were making great use of civil houses and buildings. They have been digging trenches around them, digging cellars with small windows to shoot from, or even faking defense positions to confuse the enemy. Soviet village houses at that time were mainly made of wood and often used straw as heat isolation or as roofing, which made them easily inflammable. During summer, when the atmosphere was dry, even a machinegun fire could set them on fire.

When the building is on fire, soldiers located in the house have to evacuate. After leaving, soldiers will group up in a designated place and will try to cover the area around.

As a player, you’ll have to watch out for houses expecting the enemy infantry to run at you from behind or shoot at you with bazookas (soviets uses American M1A1 Bazookas as land leasing) or with PTRD.

Recon

We’ve made a very simple recon feature. The Player has got to his disposition an AI-controlled recon squad on a motorcycle, which can move quickly on the map to expose enemy units' positions. It’s a feature in the testing stage and we do not know yet if we are going to implement it in the game.

QA Tester

We are looking for an experienced QA tester, that will help us work on our projects and test them thoroughly. If you are interested, contact us at jobs@degenerals.com

Thank you and have a good one!
DeGenerals



Forza Horizon 5 - T10Sabi
Welcome to the road to Mexico! Every month we’ll be covering everything we’ve shared so far on our journey to the launch of Forza Horizon 5 on November 9th.

Let’s start things off big - on June 13th, during the Xbox & Bethesda Games Showcase, we unveiled a first look at Forza Horizon 5, our biggest, most diverse Forza Horizon yet.   

https://www.youtube.com/embed/btdtkN00O70 
We showed off a gorgeous trailer showcasing a breathtaking drive through some of the locations you’ll get to experience, while showcasing the largest and most diverse Horizon ever. We gave a brief of glimpse at some of the hundreds of cars you can expect to drive at launch. and we teased some new game modes and features.  

https://www.youtube.com/embed/6VU4hNi7F38 
Immediately following the trailer, some of the team joined Mike Brown, the Creative Director of Forza Horizon, to get a deeper look at the game, showing off the first gameplay for this new world. We saw glimpses of Forza LINK in action, teased the Event Lab, and got a taste of the Horizon Arcade.  

We know there are a lot of questions you have, and will continue to have, and we’ll answer what we can as we are ready between now and November 9. We’re also excited to showcase more and more of the game as it comes together. In the meantime, check out our FAQ page on our Forza Support site for some of the top-level details, and make sure you’re following us on Twitch and Youtube where you can catch our regular Forza Horizon 5: Let’s ¡Go! Streams. Here we’ll continue to zoom in on different aspects of the game in order to give you a peak behind the curtain at what it took to bring this incredible world together. 

https://www.youtube.com/embed/G66QBxHuhoA 
In our first episode, we talked about “Why Mexico.” Mike Brown and Associate Art Director Conar Cross dug into the work being done to authentically represent this beautiful country in a way that celebrates its culture, heritage and unique geography, and showcases Guanajuato and the surrounding landscape. We also answered some of your questions, which we’ve shared here:  

Can we have convertibles in FH5? 

Yes! For convertibles, you’ll be able to manually control the roof using the left stick click on the Xbox controller. 

Will FH5 feature a big city? 

It will feature arguably one of the most beautiful cities ever built, Guanajuato! This city features winding streets and an underground aqueduct system that runs throughout the city. 

Will FH5 incorporate elements of Mexico’s car culture? 

It will, but we’re not ready to talk about how, just yet. It’s something we take great pride in, and as soon as we’re able to share more about the car list, we’ll be able to talk more about how we’re celebrating the car culture of Mexico. 

Is there a drag race? 

Several! Including one on an old airstrip at the main Festival location. 

How does the weather change? 

Weather changes return to FH5 but with a twist. This time, they’re local, affecting sections of the map with sandstorms, blizzards, and tropical storms while leave other portions totally dry, depending on the season. 

Will there be any animals? 

Yes! Expect to see flamingoes, wild dogs, donkeys, goats and more. 

Will there be long highways? 

Not only is the Mexico map the largest in Forza history, it features corner-to-corner highways for maximum cruising. 

What is new in customization? 

Over 100 new rims, 100 new visual upgrade parts, thousands of new performance upgrade parts, plus the ability to paint brake calipers! That’s in addition to greatly expanded options for customizing your driver character, including new hair, new clothes, selectable pronouns, and even the option to add prosthetic limbs. 

https://www.youtube.com/embed/sSrlShtesSU 
In our second episode, we focused on Mexico’s dynamic skies and weather as Lead Lighting Artist Lukas Koelz, Art Director Don Arceta, and Senior Lighting Artist Adan Currey discussed the tremendous amount of work that’s going into the sky in Forza Horizon 5, and what makes it so special. Plus, more questions! 

What about new engine sounds? 

We’ll be covering this in Episode 3 of Let’s ¡Go! Tune in! 

Will there be sheep? 

Bighorn sheep confirmed! 

Are there different skies for different weather patterns? 

We captured the skies for each unique season and the weather that appears in each one. The lighting for each weather is condition is so drastically different that we wanted to represent each. 

Is there a new logo for the Horizon festival? 

There is! 

Are Barn Finds returning? 

They’re back and more detailed and location-specific than ever before. 

Are there any good mountain roads? 

Oh yes, make sure to check out the volcano as soon as you can. 

Do the storms move to different parts of the map? 

Storms can be found in different locations across the map, and are localized but do swell and grow over time. 

That’s just our first couple of weeks; we have four months left until we arrive in Mexico, and so much more to share! To make sure you get all the latest info about Forza Horizon 5, follow us on Instagram and Twitter. You can also come hang out in the Official Forza Discord community – chat about the latest updates with other players, share your creations, find people to convoy up with, and more!  

We’ll see you on the road! 
Abducted: The Night Hunters - .Cat
Gameplay changes:
DOORS CAN BE CLOSED NOW, sadly that wont stop aliens from getting in (I think), feel free to try to glitch the doors, to check if they are working allright!

New Stuff:
Added some new examination points (Where you can read the toughts of your character)
Added a new game file related to the mascot of the park (You can find it in one of the Watchtowers).
Added more item spawns, and increased the spawn chance of them in some areas.
You can now sleep on the beds with blue blankets, that are found in the areas of Palmer and Bennings Farmouse.

Mayor Fixes:
Survival scoreboard now displays the players position in rank correctly.
Fixed an respawn issue in one of the motorhomes where the player can get stuck.
Fixed and issue where the vehicles from survival mode would load in the position of the free roam saved game counterpart.

Minor Fixes:
Fixed a bug where after cutting some barricades with an axe, the debris would not dissapear.




Leaf on Wind - rouem.dev
New Feature:
  • Life points.
Upcomming Features:
  • Upgrade english translation
  • Add 5 new languages (Spanish, Korean, Japanese, Russian and German
  • Partial integration of joystick with menus
Jul 9, 2021
Osiris: New Dawn - FromFenixFire
Not much to dive into other than we went heads down on cleaning, polishing, and fixing anything that came up in our testing and from the player feedback forms.

Change List
Added - Spawn Creature command in dev console can now accept a level parameter
Added - Wreckages are now able to be fully salvaged
Added - Display on chests now can display the nickname of the container

Changed - Updated weapon damage and critical values to better match their place in progression
Changed - Increased the max capacity of both the Gas Tank and the Liquid Tank

Fixed - Many instances where the Spaceship would not be where the player expects when reloading after a crash, stranding the player
Fixed - Added FungtipleBulb to Console Autocomplete
Fixed - Removed extra mesh in center of Tech Ceiling 01
Fixed - Space debris should now properly hide itself on the map once harvested
Fixed - Lonsdaleite should no longer show up as Carbon on the GPS map
Fixed - Missing script message on explosion prefab
Fixed - Biodome lights should now operate like the Habitat's
Fixed - Biodome glass should no longer pulse with the rest of the structure's highlighter
Fixed - Spaceship inventory can now be accessed from the interior
Fixed - Creative mode should now be respected for applying upgrades
Fixed - Creative mode should now be respected for repairing wreckages
Fixed - Testing mode should no longer be enabled by default in creative mode
Fixed - Survival tool can now be properly dropped
Fixed - Blank popup when aiming at the wrecked Biodome frame
Fixed - Buildable renames should now properly network to other allied players
Fixed - Buggie upgrade descriptions now properly note exclusivity
Fixed - Added Mushroom material for Lutari Caves
Fixed - Creature audio null reference on death
Fixed - Colossus ragdoll now properly activates after death

Glad to make this push and continue the progress!



"No! I will not turn the beat around!"
-Brian
EndCycle VS - danieldornerd
It's Friday! Time for a brand-new update!

Today we're focusing on adding Tutorials to the game as well as several QOL improvements.
This way new players will quickly be able to take part in our online multiplayer and pose as formidable foes for all you EndCycle VS Pros in the future!

Furthermore we've tinkered with the Inventory menu, adding the option to customize recipes you've bought and improving the overall deck building flow.

Here is the complete changelog:
+ Interactive Inventory Tutorial
+ Menu explanation & Tutorial
+ Added UI improvements
+ VOC Templates
* VOC bar now adapts to color of set
* Bug-demons exorcised
* Updated and improved the entire Help menu
* UI improvements
* Re-worked starting Tutorial

Here's a look (or two)!





We hope you're enjoying your summer!
-Gal & Daniel

cyberpunkdreams - Fomentador
In June, the post-launch phase finally ended. With the urgent patches out of the way, the team is focusing on bringing new content to the game once again. In the meantime, let’s take a look at everything that happened last month.



Changelogs

June was still pretty busy when it came to updates, with a total of 17 patches being pushed to the game. The first notable update was Inhale/Exhale, which added several new mechanics to Breathers, including new types of Breathers and the ability to make your own.

Other changes included the implementation of confirmation buttons for certain actions and several additions to make our interface more user friendly, such as colour coding the menus and adding tooltips to stats. As always, lots of fixes, typos, and several smaller changes were made to the game, along with a whole load of new art.



Testing group

In order to provide a smoother experience from now on, we’ve decided to enroll some playtesters! If you want to play through new content a bit earlier than everyone else and help us find the bugs, stay tuned. We’ll share more information on how to apply soon.

cpd-wire

Cinci’s hottest pirate radio station has been expanding its activity. They’ve opened their mic to contributions, and the community have answered the call. Our host, Luminen, is still broadcasting directly from Cinci’s streets, but new voices have begun to share their snippets too; check them out here.



That’s it for this month’s devlog, but keep your eyes peeled – there’s a lot of new content in the works and we’ll have more to talk about next time. Join our Discord if you want to see the updates as they happen or just talk about the game, and remember to check us out on Twitter here.


Jul 9, 2021
Chicken Holmes - Chanislavski Whispers - Torvelinho
English language revision
Some resolution fixes
Garage bug correction
Some hit box fixes
Marvellous Inc. - Nigel
One of the devs of Marvellous Inc. has just released A BRAND NEW GAME: functional!



It's a zachlike puzzle-programming game about math and abstraction, with leaderboards, Steam Workshop integration and tons of content! You start out with primitive mathematical elements, and slowly build up your solutions, using them on future puzzles.

Go check it out!

https://store.steampowered.com/app/1636730/functional/
Jul 9, 2021
Community Announcements - Luci
Hi there.

Level 18 and level 32 were fixed by developer.

Thanks for reporting!
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