NetherWorld - Aticeus
Hey Netherholics!

Turkey is gone*, winter is here… and so is the last update of the year!
*(the animal)

LET’S SEE WHAT WE’VE BEEN COOKIN' LATELY!


1) From Losses to Bosses

The first part of NetherWorld (60% of the final game aprox.) has 6 bosses, and sadly during The Accident the ones we already had blew away. To ensure they're ready by the end of this year, Xavi Farré joined the team as freelance programmer to help us with all the fights.


Say hi to Xavi!


Among many stuff, he’s been working on:
  • Testing new potion mechanics to simplify a bit the first fight…

  • …ensuring giant trees hit you properly...


    Strike 3, BOSS OUT!
  • …or choosing the right beer color to be spurted on your face.


    Any beer preferences to get killed with?


2) Minigames

In the last update we talked about Tick Joe roguelike dungeons, but… What about the rest of the minigames?

[The following footage is not final]:

2.1) Sex(y) encounters
Smash the correct buttons to reach the climax performance and set the thermometer ON FIRE!

Having fun with Miss Garple.

2.2) Drinking tournaments
Catch the drinks at the right time and get wasted before the opponent does!


First minigame test. Just one advice: avoid coffee!


For the “Wasted Bar” we came up with a system so an object can follow the fill amount of an image without using Sliders (in Unity):


2.3) Duels
Make sure you hit the poster with the moving sight, or you’ll be shot in the face instead!


Deciding sight design. Any favourites?


3) HD Inventory Objects & Map

3.1) Weird pixel art objects deserve weird HD portraits too
3 months ago we showed you how NPCs would look on dialog UI. Don’t remember? Here’s another one:

Oh, Miss Garple... Our beloved nosy neighbor!

Now it’s time for Inventory objects!

As you can see below, we’ve divided the objects into 4 color categories:

Left to right: Hats, Weapons, Masks and Mission Items.

3.2) Press M!
Medoo doesn’t give a shit about maps, but somebody else will (and ultimately it will be helpful for Medoo too). This valuable encyclopedic map will change during the story each time Medoo discovers new stuff, and he’ll write and draw on it like it was a kids menu.


WIP design.



4) Polish & Tweak Should Be Character Names
As always, we’ve continued:
  • Improving existing systems like the teleporting worms…


    [Early tests footage] Now they work 100% great, just need final particle touches!
  • …fixing bugs of new systems like elevators...


    [SPOILER-FREE VERSION] The system understood Medoo was falling into void rather than just going down in an elevator. Looking at his life, we would make the same assumptions.
  • …and creating new animations like these ones for Mayo, the Hook Lady:

  • …or for the not-annoying-at-all waspions:

$$ Oh, and we’re also implementing the money system! $$


5) In-game cinematics

We’re glad to say that 95% of the first part cinematics are built-in in the game. But that’s not enough, obviously. During this month they’ll be revised and polished in terms of both script and visuals to provide the best narrative experience possible.



6) Playing NetherWorld before 2022
We’re now totally focused on finishing a Kickstarter backer exclusive playable version of the first part of the game before 2022 (or at least first weeks of 2022).

If you're not a backer, don't worry! You'll be able to enjoy the final game with everything polished, so...


Add NetherWorld to your Wishlist and be a part of this crazy journey too!

https://store.steampowered.com/app/672420



Aaaaand that's it for now!
How was it? If you have any questions, please comment below or send us a mail to http://mailto:info@netherworldgame.com.


Thanks so much for your support, Happy Holidays and see you in the next devblog!

Hungry Pixel team
Quest of Dungeons - DJ_Link
Hi everyone!

This is a small patch, yet with a few quality of life additions that might be useful for some of you. No gameplay changes, most changes were under the hood improvements, like engine level, some memory bugs etc. Should not impact gameplay.

New things
  • 2X zoom in-game options. If you are playing on higher resolutions/big screen you can now chose this for better comfort.
  • Alt+ Enter now toggles between full-screen/window mode, I wanted to add this for a while but there were several things preventing this to happen while playing, hopefully it's stable enough.
  • A gamecontrollerdb.txt is now present in the game (ROOT/GameResources) and can be used to update/tweak SDL controller configurations, most people won't need to touch this, but this might help future proofing controllers that don't exist yet, just by updating that file, for more info: https://github.com/gabomdq/SDL_GameControllerDB/
Maintenance
  • Updated SDL from version 2.0.3 to 2.0.18
  • Some memory optimizations
  • Some resources will load faster (speed difference neglectable in modern PCs)

Thank you for all the support and kind words I've received about the game.
Until next time!

>Video showing the 2X options<



Dec 5, 2021
Community Announcements - 闲卿752
可进入大逃杀测试版场景,体验
Dec 5, 2021
FaceWorld - wk
default
Dec 5, 2021
BROKE PROTOCOL: Online City RPG - NongBenz

The Cracking Update Release
This update is for the boys, and by that, I mean the men. Safe cracking, guns, explosion effects, and other cool guy stuff is added in the latest 1.22 release of Broke Protocol. Normally I would say something about how this is the biggest update yet here. And by number of lines in the changelog, it is in fact pretty big. In a numerical sense. Let’s get cracking.

Functional Safe Cracking Minigame

Locked inventories up till now were perpetual enigmas. Impenetrable boxes of mystery polygons. What were in them what are the economic implications of old Halloween candy lost in time? In 1.22, now every chest, safe, and ‘junk drawer’ can be lockpicked with a small new minigame. Get a Lockpick from the Pawn Shop and you can now test your ingenuity against a bad programmer’s imitation of Skyrim lockpicking. You still get a Robbery crime on entry though, even cracking into a lowly Level 1 apartment chest. You’ve been warned.

New Inventory Handling

All the chests, cases, and safes in apartments and other interiors can be cracked. The standing safe from the bank vaults is now available in your IKEA catalogue too. Safe cracking difficulty is determined by the value of the safe contents – it’s still not that hard though so don’t cry about it. Unless you’re colorblind – then it’s Nightmare mode because I didn’t have the foresight to think about that.

New Weapon and More Modding Features

The P90 is finally here courtesy of Xweert123 winning the Modding Competition. It really does look cool and is the first bullpup design added to the stock arsenal. You’ll see some changes to effects like lighting and smoke puffs for silenced/flash hidden weapons. The whole effects system was rewritten for optimization and now supports custom effects for projectile weapons too.

Gun Handling Changes

Guns are more steady overall when firing and aiming down sights. They’re definitely more controllable on mobile too. Their bullets actually reach visibility range now, and they no longer shoot leisurely nerf balls. Gun are actually deadly now, even if you’re aiming with your thumbs on a Guatemalan phone, through 5G wireless Covid airwaves, while huffing chemtrails. I wish gaming kill montages on YouTube were popular again. Does anyone even read these things?

Other Changes

You’ll see a few more cool effects like skid marks in this update. Damage indicators are also new so you’ll at least know where the aimbotting AI is shooting from. Czech language translations are available now thanks to Jakub K. Also you can now invite friends on Steam with a direct server link you can copy from the server browser.

Here’s the full v1.22 changelog:

v1.22 Cracking Update Changelog
  • New Lockpicking Minigame for cracking safes and chests
  • Minor Hacking Minigame visual updates (UI masking)
  • New LineGraphic, QuadGraphic, CircleGraphic UI Classes
  • Added Xweert123’s Modding Competition FN P90 Submachine Gun
  • New directional hit markers
  • GameSource Damage events now receive more useful parameters about the source
  • Increased all gun ranges to visible limit (256 units)
  • Mobile joysticks now floating and reset correctly on death
  • More logging on server quit
  • Added Faster ShellThrown variant for Fighter jets to use
  • Inventory count/chance defaults in World Builder changed from 0 to 1
  • Update to latest CEF framework
  • Improved CEF performance, threading, cleanup, and input handling
  • Updated CEF example index.html
  • New ‘inventoryType’ Enum (replaces hasInventory, shop, lockable fields)
  • Removed ‘Safe’ Class of items (use Entity with Locked inventoryType)
  • All chests/cases in Apartments are now ‘Locked’ type
  • Large Safe added to Furniture items
  • New entity methods: HasInventory, Shop, InApartment, CanView, CanCrack
  • Removed svManager.fixedPlaces (due to cleaner InApartment implementation)
  • Removed svManager.payScale (handled fully in GameSource now)
  • New GameSourceEvents: PlayerCrackStart, PlayerMount, PlayerDismount
  • All Transports have some air control now (moddable orientStrength Property)
  • Wheel colliders interact with physics objects and props now
  • Time-sliced map processing for much faster and smoother level loading
  • New Czech(CZ) language option (thanks to @Jakub K.)
  • Using new ObjectPool system to clean up and reuse effects
  • Thrown objects now support a customDestroyEffect (old mods need reconfiguration)
  • Hitscan items now support a customFireEffect
  • Fixed destroyed cars often not exploding
  • Minor player capsule and origin tweaks
  • Added tire skid mark effects
  • Fixed calculations for skidding effects/sounds
  • Fixed bounds calculation for scaled mods
  • Fixed rendering bugs for clothing mods if offset or scaled wrong
  • Underbarrel initialization fixes and new laser effect
  • Muzzle flashes now emit a Light Source
  • Flash Hider and Silencer use a new SmokePuff effect (no light)
  • Improved sight picture for ACOG
  • Sights are much more stable when firing
  • Gun muzzle velocities increased 50%
  • Fixed missing hit effects when shooting some items
  • Additional hitscan checks to prevent throwing/firing stuff through walls
  • Fixed Speedboost collider center
  • Fixed mesh errors on Station buildings
  • Fixed rare server exception during player loading
  • Added range checks on door entry (GameSource)
  • Fixed seating offset on many Chair objects
  • Fixed many translations thanks to Community edits
  • Fixed many null checks for engine compatibility/safety
  • Mobs can properly place a lot more items than before (TVs, etc)
  • Item mods no longer need an unused BoxCollider (bounds calc’d at runtime)
  • AssetBundle loading cleaned up with fewer disk reads/writes
  • Added error handling check during AssetBundle loading
  • Fixed Destructible modding (use new DestructibleProperties script)
  • Removed BrokeProtocol.Prefabs namespace (just use BrokeProtocol.Entities)
  • Added vanilla game Destructibles to BPResources
  • Fixed skybox jittering at high speed
  • Fixed sky elements rendering in front of objects
  • Cache files now checksummed for corruption (broken downloads, etc)
  • Properly handle empty map files
  • Owned vehicles are no longer despawned if abandoned
  • Emergency vehicle sirens reset on destroy/spawn
  • Thrown items have collision with owner re-enabled after 1 second
  • Player hitbox is disabled when inside HideInterior transports
  • Fixed ResetOriginal() AI Error if destination Transform had been destroyed
  • World Builder: Snapping enabled by default
  • Fixed object leak when canceling server join
  • Server favorites/history data moved from registry to persistent.json
  • Added Stop button to Server Browser
  • Added -connect ip:port command line support for direct connect at startup
  • Direct Connect menu uses ip:port format to match command line now
  • Added Localhost.bat to connect locally as an example
  • Copy Connection Link to clipboard option (Thanks @xiluis and @james121op)
  • Updated Steamworks libraries and optimized integration
  • Added /CloudHeight command and data to environment packet
  • Optimized and fixed some multi-threaded Jobs not running in parallel
  • TextPanel Dropdown no longer destroyed if new TextPanel has identical options
  • Increased voice chat bitrate, resampling quality, and buffer size
  • Hitman Bounty List accessible to all players, can now Cancel offline Bounties
  • Easier recoil control on mobile
  • Minor code cleanup and optimizations
  • Updated Game Engine to 2021.2
See you!

-Benz

Official Discord
All-Time Battle - Broken Bunny Studios
Today we add three new levels and loads of bug fixes!
Powerboat VR - Jimmy Arcade
This update adds the World Map so that you can easily see where all islands, ports and other places of interest are on the map.

Pretty straight forward to use, but please note that the world map does NOT show you your current location. This is very much by design. You can use your MFD GPS to get an accurate position but when plotting longer routes (as the GPS only zooms out so far) I want you to, much like a real skipper, plan your route using buoys & landmarks.

I shall also be adding GPS reliability/accuracy simulation so relying on your GPS too much may land you in trouble should it fail. To counter this I will be adding the ability to call in coast guard help (helicopter or aircraft) who will find you and then point you in the right direction if you get totally lost out at sea - for a cost naturally!

VISUAL TWEAKS

I've now increased the visual range from 5km to a much more realistic 15km for both VR & Non-VR.

I was pleasantly surprised that in most cases there was little impact to frame rates although some areas where you can now see 2 or 3 islands at the same time FPS can suffer a little bit. However, I can almost certainly improve on that by adjusting the LOD levels for buildings, trees and rocks and I think the trade off for the visual improvement is well worth it.

I've also added a better distant fog effect to VR & Non-VR which smooths the transition as islands come into view. You should now be able to see things like Maupiti's volcano loom in from the distance much more pleasingly.

However, if you find your system is now really struggling please let me know in the forums so that I can plan some graphics options that might help.

OTHER UPDATES

1. Maupiti now has an airport!

NEXT UPDATE

Next week will see the addition of a passenger and vehicle ferry and hopefully that will also be the update that finally makes it into the live build. I think there are now plenty of islands and vessels to show new players how the game is developing.

BIG THANK YOU

This is also a great opportunity for me to thank all the early adopters who have stuck with the game, given the updates those awesome "thumbs up", found bugs, helped fix bugs and who I have chatted to on both the forums and Facebook.

Without your support I'm not sure Powerboat VR would have got very far but now, when I look at the original version, it is surprising to see how far it has come and how much has changed.

Thank you to you all! ːsteamhappyː

Dec 5, 2021
House Builder - marwis.kontakt
-fixed time counting
-fixed sprint
-fixed save for items (like prefabs on modern level)
-new skill for formworks
-new improvements for the crane (like labels for prefabs on hook)
-new improvements for the crane (like target label localizations for prefabs)
-fixed crane params (more stiffness)
-fixed lack of amount tips to build
-added stack drop for items
-fixed problem with dropping items on hand stack
-better optimization for Japanese level
-removed part of probably offend words
-fix for invisible walls while driving vehicles
-and many other small fixes
Dec 5, 2021
FaceWorld - wk
1.优化嘴部抖动
Dec 5, 2021
Suspect Enemy - SanyaSenju
Fixed:
-Replaced the outline color for tasks
-Changed the storm outside the window (improves performance)

Added:
-At the beginning of the game, the role of the player is indicated
-Displaying the player's role during voting
-Displaying the role during the game (only for impostors)
...