Each prison have its own unique inmates. Your prison also can have a cool looking prisoners! Today we will like to talk about some features we have in our prisoner creation tool!
You can select a face or body type from menus!
You can change prisoner's voice and name! Maybe use some names from literature and movies like "Michael Scofield" or "Jean Valjean"?
Most important stuff- a face! You can fully modify it in our tool. Just click a "plus" symbol and "Use generator"
Here you can modify every aspect of the prisoners head.
Hmm... he doesn't looks much amused.
You can also share yours creations! And download other people work!
But if you dont wanna edit every prisoner try hit "Randomize" button. The game will create something for you!
We are pleased to confirm that Aeterna Noctis has been accepted into the Tokyo Game Show. To reach the finalists round and be selected as the best indie game, we need the help of our community!
Do you want to help the King of Darkness at the Tokyo Game Show? If the answer is yes, read on, but if no... Disobeying his majesty has never been a good idea...
It's very simple! Complete this form and vote for Aeterna Noctis and two other games. If our Metroidvania wins, it will be among the finalists. Click here to get to the TGS 2021 form!
You can win a PS5 just for participating thanks to the TGS 2021!
Also, it would help us a lot if you watch and likethis video.
We count on your support! Your votes can make Aeterna Noctis the best indie game of TGS 2021 v May the Darkness rule over Tokyo!
The WAHLA Corporation created two new emotes just for you. Emotes “Look at my skin” and “Respect” are here, just in time for the weekend. Use them to communicate with your squad. And if you are missing any members of your Killsquad, or you want to be a part of one, join our discord server and find yourself talented Bounty Hunters.
Have a good weekend Bounty Hunters! May your contracts be fulfilled.
Novarama Team
P.S. If you’re enjoying your time with Killsquad, do leave a Steam review. They help us gain more visibility on Steam which for an indie dev like us means the world. If you have a spare minute, write a Steam review. You have no idea how much that will help us out.
New Features - Added craftable gems which can be inserted in weapons and chest plates - Added crafting recipes for upgrading magic essences to their greater form - PvP Season #1 has begun!
Changes - Updated hell essence icon
Balance updates - Tweaked hydra respawn time and spawn position(s) - Hydra is slightly stun resistant
Bugfixes - Fixed some duplicate house geometry in the cities - Fixed some floating axes on nibor - Fixed placeholder icons not showing in the equipment item slots
ILL Space has reached version 0.3 and is now ready for closed testing phase, which will help us catch any bugs or other issues and gather feedback from our players! We have been working hard for the past year to bring you a unique gaming experience and now we need your help to make it better - your opinion matters to us!
If you want to join the Playtest, please apply by requesting access via our front Steam page. Once approved by us, ILL Space will be available in your library.
Be sure to visit our Discord to keep up to date with the latest news and announcements!
Welcome to our 16th Development Status. Check out our two weeks of work.
Tank Painting
We are adding “Smart Materials” to vehicles in Tank Squad. That will optimize the process of creating materials for vehicles, increase the quality of textures and allow for some additional tank customization. Right now we would like to show some customization on the turret of german Tiger tank:
Camouflage
Colour
Text/Number on turret
Emblem
Text/Number on barrel
Stripes on barrel
Additionally, to customizable smart materials, each vehicle is going to have hand painted details that could not be achieved with smart materials.
MP40
The MP40, often called “Schmeisser”, were submachine guns developed in Germany and used extensively by paratroopers, tank crews, platoon, squad leaders, and other troops during WWII.
T-34 model
We are working on optimalization of T-34 with the crew inside. The T-34 is small and tight, which is a challenge for us to properly animate the characters inside.
Tank Evacuation
We prepared another animation showing leaving the tank and edited it into one shot, so you can see how the evacuation looks like using each of the hatches.
We've updated and reinstated MAC version of Escort Simulator to match the experience that PC users have with all new updates and improvements to the male avatar and other game elements.
Hi! With today's game update, 11th Dream transitions to full release! We've added the last promised feature - support of Steam Workshop, place to share and download custom maps.
Let us share our journey from the early development up to this point.
Development
First Lines of Code, Triangles and Pixels
In summer 2017 we started experimenting with retro shooter game. By that time, pixelart retro was very popular (and in our opinion still is up to this day) but we wanted to create a game which resembles 90s 3D graphics limited by poor performance and also a one win.
For better or worse, we chose to build our own technology. 11th Dream ows it for its unique look and overall the creative process was quite refreshing. On the other hand, we spent lot of time developing core engine features which we take for granted in well-established engines. Seemingly simple import process and management of models, textures and animations robbed us of valuable development time and we still had to write file management, renderer, custom physics and many other subsystems.
First maps we created were skirmishes - intended for short single-player deathmatches against AI. We were designing a game which you could play while you render your video or wait for a meeting.
Game Developers Session 2018
In summer 2018 we founded a company to be able to distribute 11th Dream on Steam store.
We planned to show demo on Czech conference Game Developers Session, allowing us to meet players and get their feedback. We had to finish several things to have a presentable demo. Entire skirmish mode had to be finished and we also had to develop well-behaving artificial intelligence for skirmish bots (which we explained in earlier post).
Fortunately, we were able to prepare the demo on time. And it was definitely worth it - players and other developers at GDS feeded our enthusiasm and gave us good feedback. For example, we added light beams above pickable bonuses to make them easier to spot from distance or when they are obstructed.
Early Access
In the beginning of 2019 we started creating campaign maps, slowly incorporating story into the game. Unfortunately, progression was slowed down by missing technology - we had to add support for scripted missions. Even though we decided to use existing language (Lua) and its official library, we still had to create bindings between script and native code. On the other hand, we could focus on the map environment before the scripts were ready.
We realized that terrains felt empty and flat, so it was decided to add "shruberries" - as we have kept calling ground clutter like that ever since. Grass and small stones helped with perception of distance.
In June 2019, 11th Dream was released to public on Steam in early access.
Multiplayer
As we kept adding new skirmish maps, maintaining campaign maps, we were joking about implementing multiplayer in two weeks. The problem is that any joke can backfire and so 11th Dream ended up having multiplayer mode. It took six months instead of alleged two weeks but the development time was definitely worth it! Finally we could play with (and against) each other and drag our community on Discord to betatesting.
In the end, multiplayer enriched 11th Dream a lot. It was not just about technology - lag compensation, jitter compensation, full server authority, history snapshots - you name it, with 11th Dream's speed, we needed all. The impact was deeper, we had to change fundamental things in the game design. Let us share one example. The projectiles were quite slow which led to frustrating endless dodging during fights. Funnily enough, slow projectiles had worked nicely in single-player mode since player could have dodged and still predict motion of bots.
Workshop and Final Release
Finally we could come back to last promised feature - Steam Workshop. We had been already using our in-game editor to create all skirmish and campaign maps, but it had to be polished before offering it as an usable creation tool. You can read a tutorial about map creation on our blog.
Map creation was automated, creating a procedurally generated landscape with various effects. This was probably one of the most entertaining chapters in the entire development of 11th Dream. Actually, it is quite sad that "procgen" entered the development so lately, otherwise we can imagine the fun we would have with generated skirmish maps.
Steam Workshop itself was not hard to implement. If you are a game developer, we can recommend going for it, documentation from Valve is clear and implementation scope is small.
Well, here we are after four years of development! Building a game from scratch is quite an experience. These old screenshots from development bring to us nostalgic feeling. We know that it is impossible to reach perfection, there will always be something we could possibly improve, and that we have to call our work finished one day.
Today we are releasing version 1.0 and our 11th Dream comes true.
Development setbacks
To be frank, 11th Dream was done with a low budget, low time and only few people, which brought many setbacks. Hundreds of games were released the same day as 11th Dream, launch visibility dissipated in a blink of an eye. We have been dealing with lower number of players. We had to gradually improve steam page of the game and capsule image to attract them better.
We would like to share our experience with marketing, too. Press is flooded with hundreds of game announcements. Viral sharing on social media is long over. Advertisment requires huge investments to have measurable impact. We tried twitter ads without any significant success. On the other hand, youtube ads actually met our expectations and brought viewers to our trailer, some even followed to the store page.
Lastly, let us repeat that custom technology affected length of development. Every studio should reconsider if in‑house engine is worth the time investment.
Follow us on twitter or instagram and ask us anything on our discord server. We are also happy to invite you to join our mailing list, so you stop missing all those 11th updates!