We've reached the Extended Multiplayer goal, congratulations! This means that full Steam integration is going to be part of the game when it is released in 2022! The game will integrate invites, messages, servers and ranks!
Yes, there is going to be a multiplayer! It will be a part of Early Access release next year!
Our next goal is to provide complex mechanics of constructing modular vehicles. It will work similar to TerraTech where you attach components and this just works. We've created already few prototypes testing how vehicles with 3, 4, 5, 8 wheels are behaving. The same principle applies to the smaller thrusters as well!
I just cannot wait to see what type of vehicles people will create! Hope we will reach our next goal!
We hope your chopping is going well! We want to make it even better for you with Lumberhill’s first ever patch. One of the cool changes the patch introduces is the ability to save photos! Just head to Menu > Options > Preferences and enable the option. In addition, there are several fixes to make your gaming experience smoother. See the full changelog below.
Changelog:
New things:
Photos can now be saved. You can turn this option on in Menu > Options > Preferences.
Features:
VSync is now enabled by default—the game won’t eat so many of your computer’s resources. You can disable it in Menu > Options for a higher frame rate;
Players will no longer stack inside wells;
Fixed collisions on rope bridges in Dino levels;
Fixed the issue that allowed players to change skins during gameplay and thereby drop items they were holding;
Players can no longer carry 2 items at once in the PvP level summary;
Fixed the Steam Achievement “Collect them all!”—the player needs to unlock all stars, win all challenges, and collect 200 versus medals to get all unlockable characters;
Fixed some bugs in localization for: German, Spanish-Latin America, French, Japanese, Portuguese-Brazil, Portuguese, Russian, Chinese (Simplified).
Level bugs:
Fixed collisions on the big bridge in the Forest Beta Co-op;
Fixed the lights on the Tropical Genthru Co-op level;
Changed the challenge in the Dino Dracohorns Co-op;
Fixed the issue with small dinos not respawning in Dino Shieldon Versus;
Fixed collisions in World Selection and in the Dino Level Selection.
Thank you for all of your suggestions so far. We’d love to hear your thoughts on Lumberhill in our Steam Discussions and on our Discord server. You can also contact us at lumberhill.support@allingames.com.
If you enjoy the game, please also consider dropping us a review. They help us a lot!
The following fixes will be applied in the Steam patch scheduled for release on 15/07/2021.
▼ Changes made • Borderless Video Settings Borderless video settings have been implemented. • Fidelity FX A Fidelity FX CAS feature has been added. • HDR The system will now detect whether HDR has been activated in the Windows display settings, and automatically boot the game in HDR mode if it has. • Anti-aliasing Adjustments to the anti-aliasing functionality • UI textures (4K) Approximately 270 UI textures for icons, backdrops and UI elements etc. now support 4K resolutions. • Cut scenes The bit rate has been improved and all pre-rendered cut scenes adjusted, so they will now play in 60FPS and display in the correct aspect ratio without stretching the picture. • Global illumination A new “Global illumination” feature has been implemented. This can be set to three different levels; High, Medium or Low. • Ambient occlusion/ bloom The rendering targets for ambient occlusion and bloom effects have been changed to dynamic resolution based on the game’s resolution. ▼ Bug fixes • It is now possible to switch between recently selected display modes for screenshots, such as between full screen and windowed mode or between borderless and windowed mode, by pushing the Alt + Enter keys together. • The mouse cursor is no longer displayed when using a game pad controller. • The frame rate has been stabilized at 60FPS under default settings. Other stability related fixes have also been implemented.
It's time... Announcing Truck Driver - Heading North! This new map DLC arrives in September 2021 and introduces more missions, characters, and the new map: "Mangefjell". Check out the trailer here: https://youtu.be/fj6Hnm-8eBg This DLC requires the base game 'Truck Driver' in order to play and is priced at €14,99 or your regional equivalent. More info following soon!
Welcome to the third part of our Q&A posts! In this post, you get to know more about the Wonhon mini-comic books, the hardest game system to make, and the ways of managing your stress during game development.
I find it very interesting to see the scene with assembling crows. Could you tell us more about how you did it? Did you animate each raven separately? How long did it take?
The crow horde is a big GPU particle system. Each crow is animated using vertex animated textures (using texture blending for multiple animations - idle, gliding, flapping). It took a long time to figure out - I couldn’t rely on the built-in systems for animation, physics, and AI, so it was difficult to try to program all of those things from scratch using compute shaders.
What made you want to start writing these kinds of comic books?
The comic books were written by Alex Park. He had ideas on more stories that could be told within that universe, so those turned into the mini comic books.
What is the most interesting game programming-related story you learned throughout your developing & researching?
I made a lot of editor tools to speed up my development process, and those were fun to figure out. Unity is really flexible as an engine, so you can do a ton to modify the engine as you wish and make many tools (inspector UI, procedural modeling, fence placement, etc) to make your process more efficient.
What game system was the hardest one to make?
Enemy field of view system was tough to figure out. Initially I used CPU raycasting and procedural mesh to build the fan-shaped field of view visualization, but it was very limited. I couldn’t have more than 3 enemies showing their field of view at once, because the frame rate would drop to below 30 fps on a standard gaming PC. This was a huge problem as I wanted every enemy to show their field of view when they were alerted by the player. I looked at how other games handled this problem, and it seems like other games either rely on precomputation using simple level geometry or only show one enemy’s field of view at a time. These solutions didn’t work for Wonhon, so I needed to think of something different. Luckily I’d learned a little bit about GPU programming from making rain and fog particle systems, so I thought I could offload the field of view calculations to the GPU as well.
Are you planning to continue being a solo dev, or will you be happy to work in a team?
I guess it depends on what I want to do after this game. I’m not sure yet.
Can you somehow explain why you chose such a dark and gloomy style for your game?
I just chose the subject matter and style that appealed to me the most at the start of development. Making a ‘dark’ game wasn’t a conscious choice.
Why did you choose the Unity engine for your game?
I’ve been using Unity for a couple of years, so it was the tool that I was most comfortable with.
How did you manage your stress? Such an undertaking must've been quite hard.
Meditation helps with stress management. And I try not to take things too seriously. We’re all here for a limited amount of time, nothing’s worth losing your mind over. Also, I love game development, so even the hard parts were fun problems to solve.
What would be your best advice for a person who would like to start making their own games?
Start small and do it everyday!
How long do you think interest in your game will last?
I think that’s impossible for me to guess. If people get value out of my game, I’d be happy.
At the moment, our selection of questions is over, so if you want to see more of these posts, feel free to ask your interesting questions that may be included in a new list in the future.
Thanks for staying with us and simply for reading Sean’s thoughts, we appreciate it!
Take care, friends!
For more on Wonhon, follow the game on social media on the following channels.
Getting the game funded would mean that I can work on this game full time while not having to worry about everyday stuff like bills, rent and food. With almost every stretch goal we hit, I'm reducing the price of the game as well.
Should we manage to reach the last stretch goal, I'll release the game for free! This is my very unconventional way of thanking you. I don't really believe in putting more and more content in a story driven game that is narritiveley finished in my head. It just wouldn't feel natural.
Please consider supporting me on Kickstarter! If you don't want or can't support me financially, spread the word! Let people know that the game exists! It would help me out a ton!