Carrier Battles 4 Guadalcanal is now available on Android platform. It is quite similar to the desktop version, set aside screen size, some graphical tips and shortcuts.
There is also a LITE version with a single scenario (Coral Sea) which allows you to see how it renders on your device.
Enhancement which will come later - DLC Seaplanes and Advanced fog of war - Cross-platform multi-player
Once this is in place, the iOS version can be upgraded with the modern look and feel
I decided to not make my previously planned "autobot" DLC that would play for you if turned on while you were AFK. Instead, I've made other changes that I believe will make the game more interesting for those who find themselves at a near-zero balance frequently...
* Now, if you have a balance under zero, or even near zero, the game still wants you to 'try" and work your way out of the hole you're in yourself before offering you "free money". After playing just five hands, or waiting five minutes (being AFK for example), you'll be given the already seen "Low Moral question" such as robbing elderly people or scamming people for easy money. Every morality decision has it's own karma loss penalties, so watch your karma to the left of your balance closely!
* Your Karma now has a good or bad color indicator. With a 70 of above, you'll see a dark blue background, and below a 70 will show a dark red background.
* If you ever have a karma below 70, you'll run a risk of "God's wrath" with this update! God's wrath means that at any second, even in the middle of a hand, lightning could strike you and your balance that you've used others to help you obtain! The risk of God's wrath lightning is higher the lower your karma level, and it will burn more of your total money the lower your karma is as well!
* Karma points are now earned back at a rate of one point every five minutes of game time (previously one karma point every 30 minutes of game time). ..So karma is earned back much faster now just by simply playing the game!
* Choosing to accept any low morality offer to obtain easy money will now make the screen flash red and give a dramatic doom sound effect as well to let you know you've lost karma.
With this update, every time you get bolted, there is also a true one-in-a-million chance that you'll lose all of your money (you need to have a minimum of $100) and if this happens, you'll earn the "God Hates Me" Steam achievement! ...Not only that, but your game screen will PERMANENTLY change to look like this with a "One in A Million" banner on the right side of the screen as well!
Here's the code to show you that once a bolt strikes down, it TRULY is a ONE-IN-A-MILLION chance for this to occur!
This is Risk VS Reward gameplay that I love to design into my games, and now it has been introduced in my Blackjack game!
Obviously, you can always avoid the risk of lightning zapping your hard earned balance by never accepting any low moral offers for 'free and easy money" and keeping your karma in the blue (70 or above).
I think that is about it for this new update, which happens to fall exactly one month after the launch of "The Best BJ" and also on the "21"st day of August as well.
Oh, the game will also prefix your Steam user name with things like "Toxic", "Loser", and "Scum" for having a karma in the red. I of course didn't code that in. I think it was done by a higher power angered by players who will happily do devilish deeds in a game for a few virtual dollars, but that's just my best guess. *shrugs*
=)
I hope you enjoy my new update! ..Be sure and let me know in with a comment below or in my forums here for this game! - Thank you for your time!
I'm planning for Beta 1.10 to be a bigger more polished PVP update. In the meantime I've been quietly patching up bugs and making fixes to 1.09 while also slowly introducing the gameplay and cosmetic changes that will define Beta 1.10. So here's what's new for now. -"Add Bot" option now available in Custom Matches --Players can now play 1v1 For Kills against bots on all PVP arenas without having to go into the demo -TBS increased on the Crossbow -Rifle max ammo lowered to encourage more Defenestrator and Doob Tube use -Health bar back in Competitive settings -Small updates to Horizon and the Asymmetrical Arena -Cool down time between wall jumps lowered -Projectiles exist longer, specifically bottles and doobs shot into the air will now land -Camera movement when crouching in the air removed -Enemy Killed Icon added to PVP
SafeZoneVR will now be releasing on August 27 instead of August 20. So sorry about the inconvenience. The reason for this is ironing out certain bugs that Steams reviewers found when testing my game. I have been hard at work EVERY SINGLE day and night on this game for the last 4 weeks. I am sorry about the delay and tried to prevent it. - Will Codes
(The game will probably also be releasing with only Oculus sdk headset support for the initial release. I had the other headsets included and coded in but can't test them without the valve index for example, when reviewed by steam I was informed they were not working. Sorry for the inconvenience, expect an update with wider headset support soon after release.
Welcome To... Chichester 2 - Part II : No Extra Regrets For The Future - Triority Interactive Novels
The last CG graphics have now been started, and with any luck, should be completed early September. Before that, one last character graphic will be added.
Hopefully, the title sequence will be ready before mid-September, but if not, the game will just to be released later.
These patch notes are for the Pre-Alpha v.1.1.4 release that is available to all testers. If you have signed up to become a tester you should have already received your code for access to the Development build of Hexonomy. If you are interested in becoming a tester, you can contact us through our website or visit us on our twitter and send us a DM! There are only a limited number of codes available for Pre-Alpha testing so contact us to get your codes soon! Twitter Website Contact
New and Noteworthy
Huge increases to performance on both server host and client side (60+ frames should be easily achieved)
Created a number of placeholders for settings
Implemented settings for a large number of graphics processing including:
Fullscreen mode
Resolution
Anti-Aliasing
Post Processing
Texture Quality*
Shadow Quality*
Effects Quality*
*some models do not have Level of Detail textures yet, so some objects may not appear correctly when switching away from default settings
Created settings for keybindings and controls (no settings for movement axis yet though)
Update shipping lane splines to include animated material to show direction
Reworked placement restrictions to be more performant
Implement Graphics and Audio Settings
Lobby Menu should be able to see players in lobby, and select random player color settings pre-game
Deprecated a number of unneeded variables and methods
Eliminated as many 'for loops' as possible to increase performance
Reworked as many bindings as possible to change only when values change
Eliminated Averaging tile values on tiles, causing the same calculation to be made 100s of times per frame
Updated main menu to close sub menus if the menu is already open
Updated Version Label and linked Patch Notes
Created a button for submitting bugs in the main menu
Removed Imports and Exports from the game (only populations purchase direct now)
Changed Business Category to be Array of categories as multiple businesses fit multiple categories
Updated the transition map to hide the loading of level objects better
Updated Session Search to actually return sessions while searching first try
Prototype for Selection Visual implemented
Prototype for a Shroud Replacement Visual implemented
Bugs Fixed
When selecting Shipping View Type, splines are now refreshed before Primary_Action is clicked
When server quits game, client sessions are now properly disposed
Inspector now recognizes client side businesses
Players logging in AFTER game no longer causes UI mode to be changed to UI-only for opponents
Joining game after it has started now loads objects properly
Inspection Button for click menu now properly references clicked tiles
Player color is now updated on the server and replicated to all clients properly and doesn't change other players settings
Upcoming Long Term Changes in Future Patches
These changes will most likely come in many different future patches, but there are our next big target goals in no particular order.
Introduce new search feature and and recommendations for businesses in an advanced business selection tool
Overhaul UI images to improve look and feel of UI. Also includes compressing textures to save on hard disk requirements
implementation of global and player mods and their specifications. Includes huge overhaul of global and player mod menus
Automatic matchmaking for quick play using "Classic" settings
Creating settings for custom matches so players can host custom games and tweak gameplay to their liking
Addition of a "Hexicon" so you can view all the business in more detail and create "business plans" before going into matches. These will act as a loadout of sorts when in game. A hexicon will also be available in game to quickly switch loadouts and view business in great detail
Tutorials available from the main menu and help menus available in game
More updates to come soon! Check the top of this post for information on how to get your hands on an early copy of Hexonomy and become a Pre-Alpha tester! Can't wait to share our exciting development in future updates!
While we are still in development, if you are interested in supporting Starfish Studios while we create Hexonomy, check out our Patreon account as well to donate to our development efforts! Become a Patron!