After several months of development, I am happy to finally announce Within Skerry - my new horror game which is aiming to be my scariest game to date.
It has been a long journey. From learning new mechanics, introducing new elements of horror, and trying to find the perfect balance between suspense and scares; it was definitely a long journey with many road blocks. However, after overcoming these roadblocks, and after settling in to new full-time work in accounting, I am happy to announce that Within Skerry is 80% complete in development.
In terms of completion, all that remains is creating an ending, bonus content, and hell-of-a-lot of polishing / testing. Normally this would not take too long; however, with me working full-time again, a significant amount of development time has been cut. Nonetheless, my aim is to release a Steam page in early January, and HOPEFULLY release the entirety of Within Skerry in early February. With me luck, everybody!
p.s. Within Skerry will be playable with several new subtitle languages - English, Russian, Polish, Korean, and Japanese. This will be my first time dabbing in foreign languages, so wish me luck in that, too, I guess! :)
Multiplayer undo fixes Log improvements Performance improvements Partial Japanese translation for log (still missing a few messages) Other fixes and improvements
Since early access, BOC will bring powerful worldbuilding options, the goal is to bring access a completely different planets and strategies each time you set up a new world, most options affects in how climate is simulated and how it evolves over time.
For example, the standar configuration will emulate the end of last ice age period and historical ancient climate, meanwhile it evolves to most tempered, when the ice melts the sea level will rise and water will flood coast and creating islands and isolated regions from continents, in real world The British Islands are an the best example, Being part of the European continent during the Ice Age, only to be separated later when all of the ice melted, creating what is known today as The English Channel.
Worldmap options
World map size
Set up world-maps up to 512 x 384 size (width x height) more than 196.000 tiles in total, this means the most largue world-maps in strategy genre! and we are working to bring even more largue world (768 x 512).
World type
You can choose between differents procedural terrain shaping, like continental, or a world map filled with islands, we want include soon the option to select and specific scenario (like real world ... or the midle earth for example)
Circles of latitude
You can set the world maps with specific range of circles of latitude, this bring players excellent control over different biome ranges and how it spreads over the planet
Planet shaping
Tectonic plates mass
Set main tectonic plates and how masive they are, a high value increases the terrain surface meanwhile decreases the ocean & sea surface.
Secondary plates
Set sub-tectonic plates, that usually generates islands or little sub-continents.
Plate force
Set the force about tectonic plates collisions, a high value increase terrain surface accidents and will generate large and massive mountain chains or plateaus.
Rivers and forest mass
Currently we are working to add range values for rivers and forest mass to procedural generation engine, in early access release will be generated with default params.
Volcanoes
Working on! Most big volcanoes will be able to change climate and affects your strategy and developement.
Sun & Planet orbits
Sun orbit distance
Set the planet distance from Sun, it affecs directly in the averange temperature and the distribution of temperate biomes.
Planet orbit pitch
Set planet orbit pitch, it affects how biomes spreads, especially the most extremes (warm and Ice)
climate simulation
Aside of this, there are a option on this menu, Climate Evolution that can add special conditions, like more soft transition from the last ice age or the opposite, ... even you can set recurrent Ice Age cicles, brinding additional possible scenarios.
In the top right you can see your initial planet conditions, like the initial averange temperature or the initial sea level, all this params will evolve with the pasage of time, climate simulation is real and bring dinamic conditions: Sea flooding, biome changes, hunt migrations changes / hunt extinctions (Mammoths for eg)
When the coast changes or a biome changes, it affects in how base params like food or habitability are calculated, in BOC the terrain type, altitude, temperature and amount of sunlight are fundamental params in city building.
The second weekend with The Chronicles of Myrtana is already behind us, and we are still amazed how many of you decided to play our production - on Steam alone, the mod was added to the library by over 110,000 users, and an average of 30,000 of them play it every day!
We would also like to remind you that there are only 24 hours left for you to vote - if you like The Chronicles of Myrtana, your support will be the best reward we could ever imagine!
What's next? Currently, we are working on the biggest patch so far - the patch number 1.1.0 - it will fix many of the major bugs that you have discovered so far. Just like with other patches, installing this one, will not require from you to start the game from scratch. What is more, the patch will provide all owners of houses in the city of Archolos a small Christmas surprise that we have prepared :)
Ruined King: A League of Legends Storyâ„¢ - RiotBean
Hello All!
We are fully aware of the UMD Laptop Video Card error. We are still working on a fix with Unity but for now - a temporary fix is to disable your AMD card in the Device Manager.
- Added some more distant objects to make taking photos more interesting. - Capturing realities (the photo mini game) now also increases your ability to extract fossils while digging. - Fixed a bug that could prevent the final conversation from triggering