On March 9th we will finally release Cube Racer 2! We've gathered a ton of feedback in the last couple of months in our alpha testing phase. The game is now more polished than any player can hope for, while still providing the most satisfying chaos possible.
If you want to sneak peek the game, try out the still available demo version, and if you like this masterpiece of a game, we will greatly apprieciate you whishlisting the game. Also tell your friends about it, play with them, and let them whishlist it as well. We want to see our servers burn on release date...
Although we're nearing the release date, leave us any feedback and comments you have, either on our development discord or in the community page here. We read everything, promise!
See you no later than 9th March in the most chaotic but cleanest release ever.
Boom 3D Windows: Experience 3D surround sound in games - windev
Hereβs whatβs new in v1.3.1 of Boom 3D for Windows:
- New Feature: Sleep Timer - You can now set a timer to pause the Boom player at a predefined time. - We have added support for 4 new languages: Italian, Korean, Arabic, and Dutch. - Minor bug fixes and performance improvements.
We thrive on your feedback and comments, please feel free to get in touch with us on boomwindows@globaldelight.com with feedback, feature requests, or even if you just want to say hi! :)
- Fixed a critical bug with increased critical damage. We considered the option of rolling back progress by 2 days (technically the shortest possible time). After examining the data in detail, we decided not to do this, since the consequences of the rollback will affect the work of several hundred players, while the damage from the exploit affects only two servers and several dungeon runs, which is not critical for the economy in general. We remind you that the game is in development and such cases can sometimes occur.
- Now, when leaving a hideout in a Plague city, the player receives an Appearance effect that protects against attacks. - Fixed a bug with the number of skeletons in the daily quest. - Reduced the reward for killing the bloody bear in the daily quest.
My name is Dmitry Glaznev, and I am the designer of Norland. We have been developing this game for several years now, and have managed to implement many interesting systems in it, such as social, environmental, political, religious, and so on. In these devlogs I will gradually tell you how these ideas work in our gameplay.
But since right now we have shown most of the visual style, I would like to focus on it first.
As you can see in the game's trailer, Norland may resemble Rimword or Prison Architect in terms of visuals. The resemblance is noticeable due to the similar camera and character style. We chose this particular style because it allows us to enhance recognizable character traits (head, clothes) by hiding their arms and legs. We had decided to hide these details mostly because the economic basis of the game is city-builder.
Traditionally, when it comes to city-builders, the realistic style allows you to control the city or interact with the buildings. Still, then the characters look like tiny ants. In other cases, you bring the camera closer to the characters, but then you will only see 1-2 structures and won't be able to control the whole city.
The style we chose for the game allows you to control objects the size of the building, as it is typical for city-builders, and at the same time well distinguish the characters and their faces without toggling with the camera.
Our reasons for deciding on the design of the buildings are similar. You can't modify them in any noticeable way because when there are a lot of buildings on the screen, they have to be recognizable. For the same reason, they always have an entrance on the same side. All the buildings need to have a clear purpose, so that you do not spend time figuring out what they are. Therefore, their entrances are positioned at the front, making the faces with signs visible, leading to them being easily recognizable. Another feature of the buildings is that you can always look at what is going on inside; you only need to move the camera closer!
In Norland's case, the gameplay that we've decided on dictates the styling and design. We have considered our opportunities and the importance of both the characters and the buildings being easily recognizable, and we've come to create the vision of Norland that you see right now.