The new build is live NOW on Steam and should update for you automatically depending on your Steam settings. On top of the improvements listed below, legend tells of a wrestler who was standing on the apron when he was hit with a strike from his opponent in the ring and (as insane as it sounds) he flew backwards through the air using real time ragdoll physics and created a legit HOLY SHIT spot as he crashed through an announce table. Are the stories true? Play and find out my friends 🙂
========================== Burning Devil, Lead Programmer, Build Notes:
Hey guys had a chance to work on a new build last week and over the weekend. I have included a few new changes visually and gameplay wise. Here is a list of improvements and fixes:
- Added Backdrops Images to Main Menu - Fixed Character Select Image Aspect Ratio - Stopped Splash Screen from loading each time returning to Main Menu - Added Ring Count Out Feature - Added new Icons to Match Presets and Edit Modes - Added new Corner Taunt. Walk towards any turnbuckle and perform taunt to trigger Corner taunt - Improved AI Outside Fighting - Fixed and Improved Submissions -CPU vs CPU now available from pause menu - Added Loading Screen - Added Winning Outro and Theme music
Ok guys that's it for now. This is a polished build so I hope you can give it a test and leave feedback on anything you encounter in the game.
THANK YOU for your continued support, bug reports, and feature requests!
The M-113 Creature has been luring in and devouring individuals across several factions, who have each vowed to hunt it down and see its race finally made extinct. But the creature has secured itself a protector: Doctor McCoy, convinced that the creature is really his former flame, Nancy..
Event Name: Health Insurance Event Type: Faction Event (shuttle missions) Event Start: Thursday, 09/09 at noon ET (16:00 UTC) Event Finish: Monday, 09/13 at noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: Y Faction Winner Bonus: Y Community Rewards: N
Event Crew: Platonian Spock (New) 5*, Mint Julep McCoy (New) 4*, and M113 Creature (Existing 4*)
Ranked reward 5* crew: Captain Burnham (New) - this crew will be featured event crew in the event starting on 09/16.
Bonus crew - high bonus: event crew - small bonus: variants of Spock and McCoy.
THE GAME OF LIFE 2 is part of the Steam Week Long Deal!
Buy now and save 20% of the original price!
Live the life of your dreams on this sparkling, fully immersive 3D Eco-City board. Play with your friends and family across multiple devices! Become a Video Blogger or a Surgeon, have a baby or adopt a pet, get married… or don’t! The choices are yours!
here are some information about the latest progress and content patches we made in 2021. We finally created all the content we wanted to add while we are in early access.
Content added 31.08.2021.0
New Resources Diresword, satyr tail, direfang, firefly, steel shield, stone soup, fine flamethrower, overclocked flamethrower, large finger bone, simple flamethrower, simple shield, mother stone, mix beer, enchanted steel shield, mix brew, father gold, dire rifle
New Monsters & Animals Wolves, trolls, fairies, satyrs, fireflies, golems, maggots, skeletons, new frungkin types
New Research tree We reworked the research screen and added specialization trees. Research points (gear symbols) can be obtained on the research tree to spend it on the research specializations. You can spend your points on more than 100 different specializations.
Dungeon gates Build a gate in front of dungeons. The gate gathers experience from monsters which were spawned from the dungeon. When the gate reaches its first level, you can close the gate and monsters can't get through. When reaching the last level, you can choose the dungeon level. Higher levels mean more difficulty.[n][n]Additionally, you can always choose how many monsters per wave come through. More monsters mean more experience and loot.
If a monster has a higher level, a star will appear over its head. Stars come in different numbers and colors.
Content added 10.03.2021.0
New Resources Wheat beer, apple wine brew, wheat brew, maggot meat, pumpkin, apple wine, honey beer (before beer), apple juice, diamond beer mug, gold ring, malachite, amethyst, baked apple, white sausage, pumpkin pie
New Buildings Tattoo studio, barber, wheat farm (wheat mill was split up into wheat farm and wheat mill), apple tree, pumpkin farm, cooking house
Biomes Stone/mountain, dire biome, swamp biome, fairy biome, needle tree biome
Content added 14.02.2021.0
New Resources Sharp sword, fine clothing, good rifle, simple rifle, gears, screws, nitre, bearings, sulfur, salty dirt, soil, steel shafts, gunpowder.
Jumps Dwarfs can now jump, which makes it much easier to dig blocks. Additionally, the movement is more dynamic.
Clockwork We added the clockwork system which produces work with engines. And then distributes the work to clockwork buildings that are connected with gears and chains.
and What's next?
We will now solely focus on fixing bugs and increasing performance. With your support, we will be able to keep working on Stonedeep in the future.
Harvest Island will be in the October steam festival. It's been nearly 2 years since I started developing Harvest Island and I can safely say that the game will be released sometime early next year. So, to all my fans who have been keeping up with my twitter and following me on discord, thank you!
With this upcoming October Steam Festival, you guys will get to play an improved version of Harvest Island since it's last Steam Festival release which was 1 year ago! A new trailer which will be coming out soon, signaling it's release date and more screen shots from instagram to get you pumped up for the steam festival!
How do you play the October steam festival? It's easy and simple! There is a demo button you can download right on the Harvest Island steam front page. And that's it!
I look forward to watching your youtube videos! And as always, the game is always changing, so what you play in this October Version isn't set in stone, and is always up for improvements. So, give me a holler on discord and I'd be happy to read your critics or your review.
It's been a while since the last progress update, so I just wanted to update everyone again on what was accomplished in the last month, and how Update 3 is shaping up.
As always if you have any questions, feel free to let me know!
Refactor Progress
This month has been extremely productive for the refactor. I'd say it's now around 60-70% complete, with some of the major underlying problems being fixed. The new building system is very powerful, and is easily one of the biggest improvements in the refactor. A lot of the calculations that went into the old building system have been either completely removed or optimized with this new system. It no longer depends on Unity's physics engine, and instead uses it's own custom tile-based system. Paired with the new scriptable objects, setting up new buildings takes little to no time at all.
Another improvement that was made this month was the interface system. Before, the interface had a lot of external script dependencies, which was a huge issue for creating new gamemodes as it required each scene to have numerous scripts active inside of it in order to work. This is obviously stupid, but as I've said before this project is all about learning for me, so the interface has now been remade using (most notably) Unity's event system. Instead of the interface requiring external dependencies (and being an external dependency to other scripts as well), it now uses a new UIEvents script to listen for different events that other scripts can broadcast. This has made working on the game 10x easier for me, and will undoubtedly make modding a lot easier for the community.
In addition to this, there has been numerous reworks to other systems throughout the game (such as resources, materials, enemies, world gen, and so on) that not only make the game more stable as a whole, but also make developing new content for the game extremely easy. If you want to hear more about the smaller improvements, make sure to join our Discord! I frequently share progress updates on there that I don't post on Steam, like the new building menu that I shared yesterday (screenshot below)
Work on multiplayer has progressed quite a bit this month. As I continue to refactor a majority of the core scripts, I am also extending the ones that need to be setup for networking using the Unity asset, Mirror. There isn't too much to say or show right now since actual testing on Multiplayer has not begun, but when it does I will make sure to update everyone on the progress.
Expect to see some experimental versions of multiplayer on Steam soon.
Creative / Survival progress
For those of you that don't know, the biggest hurdle to overcome in the refactor was completely redoing the survival script, which has now been fully completed as of last week! The survival script had external dependencies all over the place, and although it wasn't to the extent that the interface script went to, it was still very challenging to fix, ESPECIALLY since a majority of the core methods ran through survival at one time or another. With this now being completed though, progress on the refactor has sped up exponentially!
Work on creative has also gotten underway. Although there's still quite a bit to do (especially in regards to saving), the work that needs to be done is relatively easy as compared to survival. I expect to have a prototype of creative ready to go by next week. If you'd like to be one of the first people to test the prototype, consider checking out my Patreon page! Patron's will get 1 week early access to creative once it's finished, so if you're wanting to test it out early, it's a great opportunity to do so and support me at the same time.
Even though the title of this game is Powerboat VR, there was actually only one real offshore powerboat in the game - the Typhoon.
This update goes a little way to balance this by adding an new Powerboat - the Vortex V390.
It is a V shaped powerboat so provides a totally different experience to the Typhoon.
Other updates...
1. Changed the font on the main menu 2. Split the "Swap Boat" pages into 3 sections to cover Pleasure Boats, Offshore Powerboats & Commercial Boats. 3. Added the Vortex to the boat swap pages 4. Updated the Vortex's "Rooster Tail" generator and the other wake/splash generators to use a different particle system. I think it looks a bit better.
Next update will add a larger boat into the Pleasure Boat category for transporting people around the different islands and hopefully add some new races around Menorca.
Races will initially be more suited to the Offshore Powerboats as they will be longer courses, but I will add some shorter courses for the likes of the Fury Extreme to whip round!
The next phase of development will be to add a new island (probably either Long Island or Manhattan) so that I can setup some longer logistic routes. I've redone the "Road Map" post in the forum so you can see an approximate list of things I will be adding.
Once this is in place I will be pushing the RealWorld Beta "out the door" and into the official build.
This year marks a very special milestone because we’re kiddie wizards no more!
Wizard101 is now a TEEN!
To celebrate the occasion, we’re bringing back your birthday favorites, running member benefits all-month long, and of course … giving away some festive items! Are you ready to join the party?
Hey everyone! It's been a while since I last posted some news here. I'm happy to share an early preview of "Momodora: Moonlit Farewell", the latest game release in the Momodora series. Take a look at this video below:
Here are some extra screenshots of the new game!
That's all I have to share for now. Please look forward to future updates! ːrspiderː