Jan 20, 2022
CARNAL - VrystaatMan
Greetings friends
I wanted to share some stuff I've been working on this past week in relation to the possible sequel. To summarize; the basic grunt AI are dangerous and more mobile than ever, and I've gotten three weapons into the game that are unique and pretty good at removing threats lol, I'll post some early/prototype gore and damage system screenshots below. The amount of MORE in this prototype build is a bit hard to document for easy reading, but I'll try best I can. I might do these updates every now and then, God willing I live long enough to finish this thing ːsteamthumbsupː

I read every suggestion you guys gave, and I thank you all for participating, it really helped. Based on the feedback, I decided to settle on 2003 and halfway between realistic and stylized. Right between early and mid 2000's. I'm gonna do my best to get it to feel like it belongs to that era. With time you'll see it unfold hopefully.

Guns/Weapons
Here are some screenshots of three guns I made this week, which are all currently fully functional with unique attributes. I want to get this out of the way: there will be no reloading weapons. I'm sorry if this sucks, I know a lot of people love this in games, it just felt weird the more I tested it with that system in place, guess this game will be more old-school than intended. That being said here are the new guns:

MAC 10

Inspired by Max Payne and Soldier of Fortune, this will probably be the second weapon in your line-up. It is a silent weapon that doesn't alert enemies. Currently it tears ass, and wanted to know if you guys would be okay with an overheating system like in Return to Castle Wolfenstein just to balance its sigma-status?

Striker

Resident Evil 4 fans might recognize this one. Semi-automatic riot control shotgun for maximum insult to injury. Apparently it's not that great a gun IRL but I'll let that slide because it was manufactured in my backyard of South Africa.

M16/The Patriot

Ever since DNF's 1997 and 2001 trailers I wanted to see that M16 with the US flag on it again, but alas it seems lost to the Danish offices of 3D Realms and the dungeons under Randy Pitchford's house. I decided that if CARNAL 2 happens, this gun will feature as a badass tribute.

So far they feel a bit too powerful, but I don't want them to feel weak and useless. They do feel nice to use though, spent a really long time tuning each one. Guess we'll see how things turn out. Also they look better in Unity, but Maya gives me better camera angles.

Here is the promised prototype gore system, which is not final don't worry:



Feature Creep
Stuff that are currently working:
    AI
  • AI that do AI things, e.g. patrols, idles, chats?
  • AI with working eyes, eyebrows and mouth joints. This will mostly be used for cutscenes, maybe?
  • AI that are easier to see/improved visibility.
  • AI that repositions during combat, kind of like F.E.A.R. goons. Okay maybe not THAT smart.
  • AI with 12 separate hit points, e.g. torso, legs, head, etc.
  • AI that can be dropped with a single headshot.
  • AI with randomized appearances, e.g. headgear, faces, hair, clothes, etc
  • AI with a three-tier gore system. No GHOUL engine here unfortunately, too CPU taxing with Unity. That or I'm just not smart enough to make it optimized. Still very gory.
  • AI with early-2000's ragdolls
    GUNS
  • Three guns
  • Unique animations for each
  • Unique muzzle flashes and shell ejections for each
  • Unique attributes for each
  • Animations for swapping between them
  • Bullet decals on AI where player hit them
  • Improved and better looking hit particles. Looks cool to me at least.
    PLAYER
  • Slower walk speed, but you can run now
  • Crouch for a faux-stealth system
  • Better camera animations for movement

That's that for now. Let me know what you guys think. Enjoy the weekend ma bru's
Here's some 2004 for ya
https://www.youtube.com/watch?v=FNPi24qYvJQ
Jan 20, 2022
LOVE 3 - Fred Wood
Hey folks, I've taken a crack at some of the small remaining bugs, including a fix to one that resulted from another fix that was done slightly carelessly. Also a reminder for folks who didn't read the previous patch notes:


• General Change: For those paying attention to these changelogs, press "CTRL+SHIFT+L" or all four shoulder buttons at the title screen for a work in progress.


Come share your findings and thoughts in the official Discord, or let us know if you run into any issues by writing in the Bug Report thread!

Bug Fixes
• Checkpoint Change: Every once in a while, the player will squish through a pixel or two of the floor. If the player sticks their checkpoint there, it will get stuck there and cause unintended consequences. Now if the checkpoint is found to be under the ground, it tries to push it up four pixels. If it's stuck further than four pixels down, the checkpoint gets reset. This should not cause any issues with any casual play, and will keep cheaters from being able to absolutely ruin the leaderboards with exploits.

• Added an asterisk of shame for folks who don't complete a YOLO run without saving and continuing. There's no other punishment for it, just a little asterisk next to your run results to show that you had to save and continue. It's okay though, I can't do it either.

• LOVE 3 Level 2 / 25: Changed the sound that plays when operating the mover, which solves a previous

• LOVE 3 Level 4: Fixed a newly introduced bug which was messing up 100% runs

• LOVE 3 Level 7: Fixed an issue where pausing/unpausing would change the depth on the secret platforms.

• LOVE 2: kuso Level 3: Fixed a bug where decorative fans would disappear after pausing and unpausing.

• <3 Level 3: Occasionally you could be going so fast that you would die while finishing the level, but this
has been fixed.

• <3 Level 8: Occasionally you could be going so fast that you would die while finishing the level, but this has been fixed.

• Software Change: Previously I've been building the game using Game Maker Studio 2's YoYo Compiler (YYC). For this build, we're using VM, which may improve performance for some players.
Mr.Mine - McNiiby
Cave changes

-The drones have been rebalanced to be stronger with early levels, but each level up is now a smaller upgrade.
-Early cave duration has been extended.
-The max building materials you can get from a single cave reward has been reduced to 10.
-Aerial drones now provide a vision of 3 nodes, up from 2.
-The Aerial and Magnetic drones have had their fuel storage reduced to make it easier to send them out, but they’ve also had their fuel consumption reduced some to keep their max distance similar to what it was before.
-Healing drones fuel consumption was reduced.
-Healing drones now heal 8 a tick, up from 5.

Trade changes

-Level 1 trading post on earth now has a much shorter base cooldown.
-Leveling up the trading post no longer reduces duration.
-Each level of the trading posts increases the duration a trade is available, but also improves the quality of the trade.
-The trade reward is no longer tied to the value of the payment, resulting in much better trades.

Scientist changes

Timelapse, Mineral piles, and Money bags from scientists now scale with scientist level and depth. For these excavations their duration is now based on the value of the reward. This will result in early game and early level scientists having much shorter excavations, but lower rewards and higher level scientists having longer duration but higher value rewards. The higher level your scientist gets the better conversion rate for duration to reward.


-Relics have also had their rarities adjusted and should be more common in general besides some of the very rare ones which are unchanged.
-Key of gold has been buffed to grant 5% base, 6.5% at +, 8% at ++. With a cap of 80% increased chance.

Early game changes

-Added a tutorial for crafting the Trading post.
-Added a tutorial for crafting the manager.
-Smoothed out progression between the golem and the underground city.
-The game now starts with mineral deposits visible on the scroll bar (see metal detector changes for more information)

Gem forge changes

-Blue gems now cost 2 workload, up from 1.
-Green gems now cost 3 workload, up from 2.
-Purple gems now cost 4 workload, up from 3.
-Purple gems production time has been reduced from 24 hours to 16 hours.
-Yellow gems production time has been reduced from 72 hours to 48 hours.
-Purple gems now cost 25 reds and 25 blues. (20 reds and 35 blues previously)
-Yellow gems now cost 25 reds and 25 greens. (20 reds and 30 greens previously)
-Some weapon level costs have been re-adjusted to account for gem changes.

Metal detector changes

-The metal detector description now properly updates in the crafting menu to display what the next level does.
-Since the game starts with mineral deposits visible from the start, level 4 now only provides the ability to jump to chests using the spacebar. (this functionality is now described in the description).
-Level 5 of the metal detector now provides the ability to click anywhere on a level to open a chest.
-Level 6 has been added to the Metal detector and provides the ability to collect all natural chest spawns in the world and place them in the chest collector up to your storage capacity.

Other changes

-Undiscovered isotopes from bombardments now show a tooltip on where to get them and if clicked on open up the reactor crafting menu with that bombardment selected.
-Fixed a bug where changing reactor layouts would not properly delete fuel rods or reward items for consumed fuel rods.
-Fixed an issue where building materials and oil said they came from depths of 100k.
-reaching the max depth no longer breaks the game.
-Updated translations and added Thai


Jan 20, 2022
The Silent Kingdom - Akane
Hello, everyone! I'd like to show you a preview of a certain feature I've been working on for the past few days, a proper running animation for the princess and her party members! The days of using the same animation as walking shall be over soon.



Also, new tiers will be added to the Kickstarter tomorrow. Let's hope for the game to be funded! ^^
Jan 20, 2022
Industries of Titan - BYG Maddie


This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.

Changes as of 0.21.1
🪐 indicates changes due to community feedback!

Career Progression System
  • Track progression between playthroughs
  • Unlock new victory cards for future corporations
  • Codex entries are now unlocked through gameplay
  • Career progress can be reset by deleting “user.usr” file, which can be found in: %localappdata%\Titan\GameData\Career\user.usr
New Victory Cards and Points
  • Cards: Enterprising Employer, Industrial Idealogue
  • Points: Current waste, Current tier 3 Resources, current conversion centers, current offices, current residentials, current factories
New Weather
  • Heavy Fog, decreases turret range and visibility
  • Xethane Emissions, Causes all Xethane emitters to emit more Xethane
Weather Changes
  • Snowstorms and Sandstorms now reduce turret range by one, no longer decrease visibility
  • Improved rain effects
  • Puddles now form on the ground and rooftops during rain
New Rebel Ship Layouts
  • The Freedom K1 has received some new interior layouts, be on the lookout for these when engaging with rebel forces!
🪐 Added New In-Game Notifications for Certain Events
  • Weather condition starting
  • Victory point gained/revoked
  • Building/device complete
  • Building upgrade/connection complete
  • Ship hull complete
  • Salaries paid/failed to pay salaries
  • Corporate goal achieved/revoked
  • Migrant ship arrives
  • Mine needs a new target
  • Resource patch depleted
Balance Changes
  • Fuel tanks and batteries that are destroyed on ships will be empty after they are fully repaired
Community Suggestions
  • 🪐 Changing fonts will now prompt you to restart the game so that all text changes are applied properly
  • 🪐 Removed “active” column in Prioritized Tasks list, when a prioritized job is taken it will move back to the regular job list until it is complete
  • 🪐 Simplified the credit section of citizen management tab to match the information in the credits tooltip
  • 🪐 Increased the timer for smokestacks on roads requesting waste, reducing the chances of trucks only carrying one waste unit to smoke stacks
Fixes as of 0.21.1
  • When using a text field to change the number of dedicated workers, pressing enter will now correctly remove focus from that text field
  • Fixed a rare crash that could occur when defeating a rebel ship while being in close proximity to another rebel ship
  • Hovering over the “Repair All” button will now show the cost of that action in a tooltip
  • Fixed resource indicators above surveyed inert ruins not re-appearing if you cancel activating them
  • Fixed an issue that would cause the unlock button for tech bridges to not appear in some situations while the game was paused
  • Fixed an issue with the grid’s energy info not updating correctly when a building that uses power is being upgraded
  • Fixed an issue that would cause the sirens on the shipyard to play indefinitely if you entered and exited a building while a ship was launching
  • Fixed tooltip on pause button for jobs not always displaying the correct information
  • Fixed fuel info not displaying correctly on the left hand panel in combat view
  • Fixed “Automatically show selected grid” option not automatically changing the grid shown when selecting something
  • 🪐 Fixed an issue that would cause Science labs to disappear after being connected
You can find the full list of known issues here.
Jan 20, 2022
Mason: Building Bricks - Telegmatic


Figure Editor
Click on figures using the new edit tool to change the figure's colors and customizable parts, such as hair.



Liquid Bricks
You can place objects within the liquid bricks.



New content:
  • 1 new female hair style.
  • New round bricks in the Basic collection. [3 bricks]
  • New carpet in the Modernity collection. [1 brick]
  • New rocks in the Gaia collection. [3 bricks]

New features:
  • Figure editor tool.
  • Objects can be placed inside the liquid bricks.
Sugar Story - SourceByte
We are excited to announce that the game I have been working on for the past six months will be released soon. When I first started working on the game, I assumed it would be a two-week endeavor, but it's been a little longer hehe.
Please accept our Slime, who has a vital message for you.




Release date: 09.02.2022


https://store.steampowered.com/app/1532300/Sugar_Story/
Jan 20, 2022
Car Wash TD - Tower Defense - xafox12
Fixed issues with the timer when pausing the game.
Lunar Axe - Ops Game Studio
Hello everyone! We're happy to announce that "Lunar Axe" will be part of #theBAE 2022!

We'll be streaming during the event, hope you can see more about the game and play our demo.

#TheBAE2022
Ylands - nikki.severin
Hey there, Ylanders!

It's high time we parted the watery curtain a bit more and gave you another look at what lies below the surface of the Ylands sea, right under the surface and also deep, like super super deep.


The sea floor is now a barren wasteland. But we said enough, no more, we need to breathe some life into the underwater world. For a while, we've been telling that update 1.9 will be all about water, so there's no better time to introduce underwater biotopes!

We're working on 6-7 (this may still change!) different biotopes such as coral reefs or kelp forests, which will be specific to the relevant biomes. This, in practice, means that you won't find a coral reef in colder climates such as the Arctic Biome, but will have to sail over to the Tropical Biome to discover the wonders that corals have to offer. Coral reefs, naturally, are full of life, which is a topic for another Dev Diary, but for now, can you guess which biotopes we're going to introduce to the underwater world of Ylands?





And to make things even more interesting and more exploration-worthy, we've increased the ocean depth to be 5 times the current depth. That's adding oh-so-much-more space to be explored. How much do you think you can explore before your air runs out? Again, a topic for another Dev Diary (wink)

Well, that's it for this week, Ylanders! Don't forget to...

Stay Classy!
...