Today we want to present to you the concept art for the nahual; this was a spirit animal that is still present in today’s legends. It's such an important part of the Mesoamerican culture that we had to include it in our project. Check out our previous posts about the nahual.
Here are different versions of these guardian spirits, some have more psychedelic style and brighter colors, some are ethereal and more ghostlike, and some are more tangible and with a better-defined animal shape.
It is important for us to know the opinion of the Mictlan community about our designs, this is why we always try to show you different options of the art as it is being developed.
Hello Everyone. DOGMAN 1.1.0 has released, and with it comes the remastered Amberg Industrial Park. Lets take a look at what changes have come with update 1.1.0 below.
First, a little information on the development of this game. I started this game as a personal project that was never intended to release to public, but ultimately I made the decision to do so. One of the hard parts about that is finding the time to put the work into the game while also balancing personal life. Since DOGMAN launched, I've had some big changes and adjustments in my life. My schedule is far different than it used to be. This is the reason for update 1.1.0's delay. And for that, you have my apologies. I want to spend more time on this project to tidy up the glaring issues with it, and leave it in a good playable state before I'm entirely done with it, but we'll see how the future goes. Anyways, onto the patch notes.
Amberg Industrial park is in my opinion the scariest level DOGMAN has to offer. But it gets pretty boring after you get over the initial fear. In this update I made some much needed changes to Amberg Industrial. First, the map size has been reduced by a whole 1/3. No need to run around a massive map looking for a needle in a haystack. Second, you're no longer searching for bodies, but rather confidential documents on the subject of the Dogman. There are a total of 3 documents in the park, and each document will be highlighted with a glowing blue light to make the search easier, and to speed up gameplay (Feedback on this change is much appreciated.) The layout of the park is a little different now as well. Spot lights and search towers have been added, along with a large radio tower next to your police cruiser. Use this tower as a landmark to find your way back. Flashlight batteries are no longer a pick up in Amberg Industrial. To replenish your battery levels, just head back to your cruiser to get more. This is an endless supply, so you'll have more freedom to explore with the lights on rather than in the dark.
Amberg Industrial, along with Hopkins State Park have received level intros, to help give players a little bit of back story to their missions.
All Changes Made In DOGMAN 1.1.0:
- Objectives in Hopkins State Park, Amberg Industrial Park, and Blue Ridge Campground will be highlighted in a glowing blue light for easier sighting.
- Hopkins State Park has received it's own level intro cinematic.
- The Amberg Industrial DOGMAN has had some changes made to it's collision. This is in hopes of alleviating the "stuck Dogman" bug.
- Amberg Industrial Park has been remastered. - Map size has been reduced by 1/3 - Batteries are no longer a pick up found on forklifts, but instead are replenished at the police cruiser. - Certain oil drums can be knocked over if the player gets too close. - Changes have been made to the Dogman's collision. - Bodies have been removed, and replaced with 3 confidential documents.
I have Highway 22 in my sights right now, so a remaster and much needed collision bug fix day could be happening. Nothing is certain though. Thank you so much for playing DOGMAN. All feedback is appreciated, along with your patience.
Hello there! Another small patch with the following fixes:
* Fixed the look of some objects in the Art Room and Hallway. * Fixed an issue with a plant disappearing by the 2nd Floor Hallway window. * Reduced the Report Desk Case Conclusion requirement (no longer 100%). * Updated some objects (i.e. older camera) the player interacts with to show an evidence icon after interacting with it. Helps to keep track of what you've already interacted with. * Fixed the instructions for the ladder. * Added sound effects for a locked lock. * Updated the Tutorial section to be a little bit easier (i.e. the Badge # is more noticeable now).
<Bug Fixes> -Fixed an issue in which a shield would not be generated when Controd's gear is equipped. -Fixed an issue in which HP cans could not be obtained. -Fixed an issue in which the spam on the security camera caused by the bugged Core "Spam" would not appear properly. -Fixed an issue in which NPCs would continue to appear after it has become impossible to clear that quest.
<Adjustments> -Increased the rate of occurrence of NPC quests. -Altered settings so that the location of falling traps will constantly be displayed for Level 2 onward in the Lighton stage. -Altered settings so that Controd's gear generates two shields instead of one when equipped.
<Other> -Added sound effects for when weapon exchange and the use of MC skills become possible.
Hey everybody who actually reads these! Just wanted to give an update as there is not much out there about Update 2.0! Here is some quick information on what you might want to know about RoboSquare.
Progress We have added a ton of new, and much-needed effects, sounds, UI, and more, to spice the game up to convert it from a fun working concept, to something that is visually appealing as well as playing. We have done most of the reworks and additions that we saw v2.0 needed, now it's just tweaking some things like lighting, scene management, and other minor things but all add up to make a perfect product. If you are interested in some of the progress, with screenshots or gifs of developed content you can find it in our Discord! (https://discord.gg/GHjYxWF)
Free To Play With this update, we want players to enjoy the game, and it is better played with real people. Even though this hurts us financially to make this decision, we are making a product where people can come and just have a great time. So with the full release of V2.0 we will be converting over to a free-to-play app. If you still wanted to help support us, there will be in-game customization that you can purchase. As time goes on we will continue to add more sets to both the in-game stores and the steam DLC store.
Testing the new update We want to ensure that release day won't have some bugs that will deter the flood of people that could be coming in, so we are going to be hosting a few get-togethers in the discord where anybody is welcome to join in! (https://discord.gg/GHjYxWF) If you join the discord you can be notified when we are asking for people to get on, or you can just help with feedback by playing on the Beta branch on Steam.
We will try to keep everyone up to date as we come up with to release, which is determined by if there are many bugs during testing or not.
What does the update entail? To put it short and sweet, we completely redid the UI, map backgrounds, and tweaked gameplay to be easier on the player. With some QOL additions, like a player deaths animation/sounds, Better collision impacts, and even a whole new game mode!
When will this update be released? Ideally sooner is always better, but not if you are playing a broken game. We initially wanted to release the update this month, but continue to find places to improve the game overall, and as this project is a side project rather than our full-time jobs, we aren't able to crank it all out in a week. This being said though, most of the big things have already been completed, so seeing how these test runs go, the release might come sooner than expected. We most likely will create an event for the full release as well to have a nice kickoff. That being said, we will try our best to give a warning in advance before the update.
Welcome to the Patch 63.4 Notes! In our biggest content patch ever, we're adding a ton of new cards, as well as making a number of big card changes, and throwing in a few bug fixes as well.
New Cards
The Headless Horseman
Heads up! A new hero enters the brawl!
Starting with three Kidnap spells in hand, he can steal characters whenever he wants.
Do you cast them right away for the early lead, or save them to steal buffed enemy characters in the late game?
As a note, Kidnap and Gloves of Thieving are a little stronger and will no longer steal tokens like Medusa Statues or Pigomorph Pigs.
Ogre Princess
The Ogre Princess is filling the 3 cost Slay hole that Adventurer left. As a note, its upgraded version gives you characters of your level, so you can even farm level 6 characters to your heart's content in the lategame.
Mixawizzle
This is a fun one! Is it worth saving your level 2 upgraded character to see which level 6 it could temporarily turn into late game?
Noble Steed
We don't have final art yet for this one, but it was too fun to wait on, so we are including it in this patch!
Six of Shields
Why the Six of Shields gives +3 Health we'll never know....
Moonsong Horn
We're making a push to add more level 4 treasures that are generally appealing and make an impact right away.
The Ark
Having to play with level 2 and 3 characters in the lategame is a big cost, but the Ark gives a big bonus!
Pandora's Box
Imagine opening the box and getting the next new treasure on the list!
Black Prism
Almost cut this one for being too much fun. Decided to ship it, but we'll keep our eye on it.
Card Changes
Spear of Achilles
Old: When one of your characters attacks, give it +5/+5 this brawl. -> New: When one of your characters attacks, give it +7/+7 this brawl.
Spear of Achilles was feeling slightly weak for Level 6 treasures. This tweak should put it more in line with other 6s.
Magic Sword +100
Old: Level 6. -> New: Level 7.
+100 is a lot.
Pied Piper
Old: Your shop sells an extra animal. -> New: Your shop sells an extra animal with +1/+1.
One of the weaker heroes, this upgrade should give Piper some needed early game power.
Wombats in Disguise
Old: Last Breath: Summon a random level 6 character. -> New: Last Breath: Summon a random character and give it my Attack and Health.
Wombats' old version would miss hard when it summoned a 0 attack character. This new version can summon ANY character, not just level 6s. But the buffs will help ensure that character makes an impact.
Shoulder Faeries
Old: Level 6. -> New: Level 5.
Shoulder Faeries felt a bit weak for a level 6, and should be more in line power level wise now, as well as giving you more time to find big Good and Evil characters.
Evella
Old: When one of your Animals dies, give your Evil characters +1/+1 this brawl. -> New: Your Evil characters have +1 Attack for each of your Animals that died this brawl.
Evella will still be able to use Evil token makers to present strong early game boards, but won't be quite as dominant in early game fights.
Lordy
Old: At the start of each brawl, give your Dwarves +2/+2 this brawl for each Dwarf you have. -> New: At the start of each brawl, for each Dwarf and Princess Wight you have, give them all +2/+2 this brawl.
Princess Wight needing to be cut from late game lineups felt so wrong for the Dwarf experience. This way, your big Princess will be a solid choice for the whole game.
Princess Wight
Old: When one of your Dwarves dies, I gain +1/+1 permanently. Quest: Buy seven Dwarves. -> New: +1/+1 for each Dwarf you have bought this game. Quest: Buy 7 Dwarves.
Princess Wight was growing too fast in its old form. The quest is much more fun at level 3, and this way the numbers should be more in line with what you expect.
Copycat
Old: 4/4 -> New: 2/12
Giving a character -2 Attack and +8 Health is the greatest form of flattery. You are welcome Copycat.
Fallen Angel
Fallen Angel now only looks at your starting characters to determine if you have 3 good or 3 evil. This will take a few power points from a very strong hero, as well as making it more clear how Fallen Angel works.
Ring of Rage
Old: Characters in your front row have +3 Attack. -> New: Your characters have +3 Attack.
Ring of Rage was simply not giving the stats a level 4 treasure should.
Soltak Ancient
Old: Level 5. -> New: Level 4.
At level 4, Soltak should have more synergy with buff effects, in addition to being a lategame tech piece.
Ride of the Valkyries
Old: GIve your characters +2 Attack this brawl. -> New: Give your characters +3 Attack this brawl.
Ride of the Valks now Rides a bit faster.
Morgan le Fay
Old: When you drop below 20 health, and when you drop below 5 health, pick a treasure of your level. -> New: When your health drops to 20 or less, pick a treasure of your level. Pick again when you drop to 5 or less.
Morgan always felt should it work at exactly 20 and 5, and now she does!
Fairy Godmother
Old: 3/3 When one of your Good characters dies, give your Good characters +3 Health this brawl. -> New: 4/4 When one of your Good characters dies, give your Good characters +2 Health this brawl.
Fairy Godmother was feeling like a bit too much in the midgame, as well as making fights last a bit too long. She is overall weaker now, but received +1/+1 to help compensate.
Wild Growth
Cut.
Wild Growth was simply not being picked enough at level 4.
Snow Angel
Old: For every three Good Characters you buy, get a random Good Character. -> New: For every three Good Characters you buy, get a random Good Character with +1/+1,
Snow Angel felt a hair short of other heroes, and this small buff will hopefully make the difference.
Good Boy
Old: 3/3, -> New: 2/2.
Good Boy has been a bit too strong. This slight nerf, along with +100 Sword moving to 7 should put him in line with other level 6s.
Sad Dracula
Old: +3/+1. -> New: +3/+0
In addition to taking a few points off overall, taking the health buff away should reduce the frequency of the all 0 attack strategy that was frustrating to play against.
Shrivel
Shrivel will now correctly reduce health of damaged characters. This comes up most often when it's cast off Monster Book.
It Was All a Dream
It Was All a Dream will choose hero options completely randomly (won't preserve hero select slot order). This means free heroes won't always show up in slot 1 and new heroes won't always show up in slot 4. It will still not hit heroes that other players have.
Bug Fixes
The same character slot can only attack 5 times in a row. We added this to prevent some infinite loops from going truly infinite.
Wonder Waddle now Upgrades a Lonely Prince and a Frog Prince (without needing to transform the Prince).
We now properly handle tripling when you end up with 4+ copies of a character (such as from casting multiple Kidnaps in a turn).
Sir Galahad no longer triggers again the next round when you time out of a treasure choice.
When Polywoggle slays and survives, it will no longer lose out on any other bonuses from slaying (such as Sad Dracula's buff).
Charon and Coin of Charon will no longer waste their buff on level 1 characters.
Kidnap and Gloves of Thieving will no longer steal level 1 characters.
Mordred will now always put the newly summoned character in the same spot the first character died.
Hey chasers ! Our entire development update focuses on only one thing : PLAYTESTING !
Since our last development update, we’ve been exclusively focused on improving our gameplay systems and user experience when storm chasing in OUTBRK. After multiple rounds of internal testing, we’ve finally let a few select members of our community try the game for the first time to collect their feedback on the game.
Our focus for this round of playtest was limited to the different modules that convert smart chasing decisions into money to eventually purchase new chase cars and car parts. We want to observe if new players understand and like the direction we’re taking with our chasing gameplay systems, if it feels fair and offers the right risk/reward balance.
Here is a recording of our playtest session, please keep in mind that this is an extremely early playable version of OUTBRK, there are many very visible bugs that we haven’t fixed yet as we focus on our core game pillars in priority.
All of this is very exciting, finally seeing other people playing our game is a massive step in the development of a game. We’ve learnt a lot from this playtest session and we’ll get back to work with this valuable knowledge to craft the amazing game OUTBRK deserves to be.
We are aware that all of you are probably wondering when you’ll have the opportunity to try the game yourself, and unfortunately, we don’t know the answer. Our current home-server setup only allows one multiplayer game to run at the time, so we have to control how playtests are conducted by limiting the quantity of players playing, and when they are playing. That being said, this is only the first playtest of many more to come. Until then… keep chasing !
clicking on user name in global chat now allows visit panel to prompt if the user is a friend
- #3665?-?Users found it hard to distinguish their own ship when in a voyage group" (Implemented alpha tweaking logic of the Guild and Character portrait in the Ship Information)
- #4456 - Give small silver award when land enemies die (removed debugging line)
- #4573 - My character is naked in the panel
- #4597 - Add chat panel notifications for when friends go online or offline
- #4635?-?@ tag brings up huge list of empty suggestions
fixed issue in map translator wherein map is saved as a land map / updated the land tile selected for map generation into using the cliff that has the water animation at the bottom