Bear's Restaurant - Daigo
Bear's Restaurant has added Simplified Chinese and Traditional Chinese!

Mar 12, 2022
Alchemistry - Dysnomia
Hi !

I got report that people were experiencing lags, and I finally found what was causing them. There were a problem with Steam Cloud save happening multiple time per second, and I wasn't able to see it in my development environment. So, changes in this update:

- Fix #1406 - Slow FPS on Steam Version
- Fix #1404 - Cannot change Music volume more than once (side effect from previous patch)

Check out roadmap for next updates: https://bugs.dysnomia.studio/projects/alchemistry/roadmap
Slaves of Magic - slaveofmagicthegame
Devlog #15 Taking a closer look at the brain of the AI

Hello everyone! This devlog has 2 parts. The first one is about our general progress since our last devlog, focusing on eye candy, then the second one is a bit more technical and focuses on our modular AI.
Progress so far

The last barrier to testing how all the new things worked was to teach the AI to make sense of it. The AI possible options increased by quite a lot, as now it not only needed to decide what the current character should do but to which character is the best to activate at any given moment. This, in turn, increased its thinking time to around 0.05 seconds in our developer machine. This doesn't sound too bad, but because so far the game only ran on 1 core, it blocked the drawing of a new frame by that amount. So every time the AI turn started, we had a jitter. Example:



This was unacceptable, so it was time for me to separate the AI calculations to a different core, and thanks to that, the jitter is no more.

Another new feature that got added is the standard attack of opportunity system. If a unit leaves a tile that is on an enemy zone of control, then the enemy will get a free basic attack against that unit before it would leave it.



The enemy has learned to use the teleporter as well, enemy reinforcements will arrive by the use of their own teleporter. The player can see where they will arrive 1 round before their arrival.


The new animation system worked perfectly in the testing. In my opinion, it really enhanced the presentation.



Then we did a lot of small improvements as we realized problems while testing. One big thing was that I wanted the player to be able to see at a glance which units have already activated and which ones did not, while not being too obtrusive. We found that the character outlines could relay this information to the player without too much of a problem. So characters that have not activated yet will have their outlines, while those who did do not.



Another thing that I wanted to have a bigger emphasis on is the seeable enemy counter. Especially when it changes! So we moved it to a more prominent location on the UI and gave it an animation when it changes.


The brain of the AI

I talked a lot about modularity and modability of skill in our 13. devlog and these points are super important for our AI as well. I want to give modders the tools to not only create new skills but to be able to teach the AI how to use them as well. To reach these goals, the core of our system is a so-called Utility AI. For those who want a more in-depth explanation of what that is, I can recommend this great GDC video which I think is a great introduction to the topic here!

In very simple layman's terms, it works like this: The AI has possible actions, and every action gets a value between 0-1, which tells the AI how desirable that action is. Then the AI chooses the highest-rated action to execute. In our case, these actions will be the skills(plus their input) the AI can use.

All right, so we can add/remove actions(skills) to the AI so that is great. But how do those actions get evaluated? We are adding a behavior to the action (which is basically a set of considerations) which will calculate it for us. What are these considerations? These are parts of my code that check something in the current game state and return a value between 0-1. For example, there is a health_damage_dealing consideration, which will check how much % of their current health the target would lose by the skill average damage, and it will return that. So if the enemy would lose 100% of their health, this would return 1.

These considerations are the building blocks of the AI. Sadly, modders will not be able to add new considerations to the game but will be able to freely add or remove which considerations are used creating new AI behaviors plus change how to interpret the value coming out of these considerations by redefining the curve which the value goes through before being used.

These behaviors are being defined in JSON files the same way as skills, so they are easily readable and editable. The behavior of the previous example looks like this in practice:



The linear curve defined there basically just there to say to use the consideration value. But if you wanted the AI to target the unit that would have the most remaining health after the attack, you can just reverse the slope of the curve, and that would mean if the consideration return 0, the real value returned by this will be 1.

So that's how our modular AI works in a nutshell. I will of course need to provide documentation of all the possible considerations, curves, and their inputs, but after that, the community will be able to create and modify the game AI to their hearth content. Plus of course, this modularity makes it possible for us to iterate faster on the AI as well.

So that's it for today's devlog! A lot of progress has been made, and I hope we will be able to give you something to not only read but to try out as well in a not-so-distant future!
Mar 12, 2022
THE BUTTON - Linus Rng Tips
Multiplayer is here!

-multiplayer will be a bi-weekly competition with every THE BUTTON player (if they would like to join)

-A "booster" will be given to people that participate (1% boost for autoclicks in multi and solo)

-boosters have a set pool of 500, rewards will be given based on how much you participated.

-Some bug fixes have also been made :)

-And if you haven't already, join the discord server for updates and talk with others!

https://discord.gg/P9T5uWNk3v
Mar 12, 2022
Pillars of Sorrow - Deacrow
Hello everyone,

here a few additions to the game in today´s smaller update.

The update contains:
  • 2 new stages in world 3 (featuring new enemies and a new pet)
  • Enhancements of some boss fights
  • A new achievement
  • Balance adjustments
  • Bug fixes

There are two more planned updates, the main focus will be to implement the final boss, the story (which is already in the making), as well as the actual implementation of the scrolls.

Mar 12, 2022
Monkey King Simulator -- Chapter Huaguo Mountain - 宁采臣
1.52 Update:

1. Attack Voice Added
2. Bug fix
Mar 12, 2022
ChessLocke - Loxxulus
Challenge another player in a single match where you select the game board or progress through the Campaign while accumulating XP. To play in the Campaign, just go to Multiplayer, Campaign, Create, then Invite to find an opponent by user name or add to your Friends List.

Make sure to join the ChessLocke Discord server if you need help finding an opponent.
https://discord.gg/ZEEXpHNvRW

Beat Invaders - Picster
Hey everyone!

I received a report for a game-stuck causing bug when meteors passed by in certain situations.
As this is a major annoyance, I patched this problem with this minor patch.

I hope you have a great time and please let me know if you encounter any problems!

Cheers
Raffa

Patch 1.0.5 - Patch notes (Minor Patch)



Bugfixes:
  • Fixed a bug where an avoided Meteroid caused the game to not spawn the next wave.
  • Fixed a bug where the game over screen caused problems or crash the game.
Chordwatch - jub

THE TIME HAS COME! Chordwatch is now officially available for purchase on Steam!

Save time and headache learning mysterious chord names with real-time chord recognition, and take the confusion out of creation with scale guides, chord previews and much more!

https://store.steampowered.com/app/1884960/Chordwatch/
We can't wait to see how people use Chordwatch.

All the best,
Tom
Moonstop Software

Street Hero - Burger King employee
- Add slow motion mode when pressing T
- Add camera shaking to explosion
...